{
	"optionalfeature": [
		{
			"name": "Curiosity",
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"type": "Minor Spirit Power",
			"source": "SoG3",
			"page": 78,
			"traits": [
				"rare",
				"divination",
				"linguistic",
				"mental",
				"occult"
			],
			"entries": [
				"A desire for knowledge can be a powerful motivation. This focus also commonly manifests in young or otherwise innocent spirits, as they're bound mainly by a desire to see the world a little longer. You reach out to touch an adjacent living target, and for a moment, your hand becomes incorporeal as it passes through their body. The target must attempt a Will save, after which they're immune to this power.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target is unaffected.",
						"Success": "You perceive vague surface thoughts from the target and find out whether its Intelligence modifier is higher than, equal to, or lower than yours.",
						"Failure": "As success, but you can probe into the target's mind and attempt to uncover the answer to a question you telepathically pose to them. The target can attempt a {@skill Deception} check against your spirit power's DC; if the target succeeds, you don't learn the answer, and on a critical success, the target gives you a false answer you believe is truthful.",
						"Critical Failure": "As failure, but once you resolve the telepathic question and its answer, the target loses all memory of this event."
					}
				}
			]
		},
		{
			"name": "Delusion",
			"type": "Minor Spirit Power",
			"source": "SoG3",
			"page": 79,
			"traits": [
				"rare",
				"auditory",
				"illusion",
				"occult",
				"olfactory",
				"visual"
			],
			"entries": [
				"You weave illusions to fool mortal senses. However, the metaphysical distance between the spirit world and that of the living distorts how these figments appear to living viewers. To {@trait undead}, and to creatures with {@trait illusion}-piercing abilities such as {@spell true seeing}, the images appear as you intend for them to. To other observers, these illusions always take on a macabre tone. Blood, bone, and shadow replace more mundane materials in the composition. Speech is warped to resemble either shrill screams or low-pitched growls and is generally unintelligible. You gain a +2 status bonus to {@skill Deception} checks.",
				"Once per day, you can cast one of the following spells as a 5th-level innate occult spell: {@spell hallucinatory terrain}, {@spell illusory creature}, or {@spell illusory object}."
			]
		},
		{
			"name": "Duty",
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"type": "Minor Spirit Power",
			"source": "SoG3",
			"page": 79,
			"traits": [
				"rare",
				"enchantment",
				"incapacitation",
				"linguistic",
				"mental",
				"occult"
			],
			"entries": [
				"Stoic resolve or plain stubbornness form the core of this focus. While the dead can't demand their flesh persist beyond their time, they can still impose some of their iron will on other people. This focus expresses itself as an ability to whisper in the ears of the living. You whisper to a target within 30 feet that you can see. The target must then attempt a Will saving throw, after which they're immune to this power.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target hears your whispered words but isn't otherwise affected.",
						"Success": "The target is unnerved by your whispered words, and becomes {@condition frightened 1}.",
						"Failure": "The target hears your whispered words and must obey your suggested course of action for 1 minute, until it has completed the task, or until the task becomes self-destructive or has other obvious negative effects. Your suggested course of action must be phrased in such a way as to seem like a logical course of action to the target.",
						"Critical Failure": "As failure but the base duration is 1 hour."
					}
				}
			]
		},
		{
			"name": "Love",
			"type": "Minor Spirit Power",
			"source": "SoG3",
			"page": 79,
			"traits": [
				"rare",
				"divination",
				"mental",
				"occult"
			],
			"entries": [
				"A powerful and all-consuming devotion, love for another can sometimes reach them beyond the grave. Romantic, familial, or platonic love can be the driving force behind this focus. It expresses itself as an aura of empathy for {@trait animal||animals}, who are sensitive toward otherworldly beings and easier to influence with ghostly emotions than more logical creatures. You can ask questions of, receive answers from, and use the {@skill Diplomacy} skill with {@trait animal||animals}. When you are within 30 feet of a trusted ally (such as another PC), you gain a +1 status bonus to Will saving throws. This increases to a +2 status bonus if a trusted ally you love is within this range."
			]
		},
		{
			"name": "Obsession",
			"type": "Minor Spirit Power",
			"source": "SoG3",
			"page": 80,
			"traits": [
				"rare",
				"evocation",
				"occult"
			],
			"entries": [
				"This spirit power represents an extreme fixation on a particular object. While this is most often a result of insatiable greed, this could also represent fondness for a cherished heirloom or attachment to a defining piece of art that a person created. This focus is appropriate for a character particularly attached to their wealth or to a particular piece of gear. It expresses itself as an ability to telekinetically control small objects. You can cast {@spell telekinetic projectile} at will as an innate occult spell.",
				"Once per day, you can cast one of the following spells as a 5th-level innate occult spell: {@spell animate rope|APG}, {@spell animated assault|APG}, or {@spell telekinetic haul}."
			]
		},
		{
			"name": "Passion",
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"type": "Minor Spirit Power",
			"source": "SoG3",
			"page": 80,
			"traits": [
				"rare",
				"evocation",
				"fire",
				"occult"
			],
			"entries": [
				"Even in death, the flames of excitement burn hot. Be it the result of ignited enthusiasm or burning anger inspired by love for another or something more, the chill of the grave can't quench the hero's emotions. You kindle your passion into actual flames for 1 minute. During this time, your body is engulfed in fire of a color of your choice that sheds bright light in a 40-foot radius (and dim light to the next 40 feet). Your melee {@action strike||Strikes} inflict an additional {@damage 1d6} points of fire damage, you gain resistance 10 to fire, and you gain the following reaction.",
				{
					"type": "ability",
					"name": "Reactive Scorch",
					"activity": {
						"number": 1,
						"unit": "reaction"
					},
					"trigger": "A creature {@action strike||Strikes} you",
					"entries": [
						"The creature takes {@damage 2d6} fire damage (basic Reflex save)."
					]
				}
			]
		},
		{
			"name": "Spite",
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"type": "Minor Spirit Power",
			"source": "SoG3",
			"page": 80,
			"traits": [
				"rare",
				"curse",
				"necromancy",
				"occult"
			],
			"entries": [
				"Even if a person was kind in life, the dead have many reasons to spite the living, and the violent grudges of the departed are why ghosts are so often feared. This focus isn't just fueled by hate; righteous fury can empower these abilities, though even the most virtuous of feelings can become twisted over time. Spite takes the form of curses, punishing the target with various bodily maladies. Point to a target you can see within 30 feet. The target must then attempt a Will saving throw, after which they're immune to this power.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target is unaffected.",
						"Success": "The target's skin itches uncontrollably. If the target doesn't spend an action to scratch at the itch, they become {@condition flat-footed} until the start of their next turn. This effect lasts for 1 minute.",
						"Failure": "The target's skin breaks out in painful lesions and unsightly sores. The victim becomes {@condition enfeebled 2}, {@condition clumsy 2}, and {@condition drained 2} for 24 hours.",
						"Critical Failure": "As failure, but the target is also {@condition slowed 1} for the duration."
					}
				}
			]
		},
		{
			"name": "Chilling Paralysis",
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"type": "Major Spirit Power",
			"source": "SoG3",
			"page": 80,
			"traits": [
				"rare",
				"cold",
				"incapacitation",
				"necromancy",
				"occult"
			],
			"frequency": {
				"number": 1,
				"unit": "hour"
			},
			"entries": [
				"The unnatural cold of your touch freezes muscles and locks joints, leaving your victims shivering and unable to move. Attempt a melee weapon or unarmed {@action Strike} against a target. If you hit, in addition to all the Strike's normal effects, the target must attempt a Fortitude save.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target is unaffected.",
						"Success": "The supernatural cold causes the target to shiver and quake, making them {@condition slowed 1} until the end of their next turn.",
						"Failure": "The supernatural cold {@condition paralyzed||paralyzes} the target for 1 round, then leaves them {@condition slowed 1} for 1 round after.",
						"Critical Failure": "The target becomes frozen in place by the cold, and is {@condition paralyzed} for 1 minute. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each attempt. Once the target recovers, they're {@condition slowed 1} for 1 round."
					}
				}
			]
		},
		{
			"name": "Dematerialize",
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"type": "Major Spirit Power",
			"source": "SoG3",
			"page": 80,
			"traits": [
				"rare",
				"necromancy",
				"occult"
			],
			"frequency": {
				"number": 1,
				"unit": "day"
			},
			"entries": [
				"You cause your body to flicker and fade, becoming truly ghostlike in appearance and becoming unable to touch or to be touched in turn. You become {@trait incorporeal|B1} for 1 round, and can sustain this effect for up to 5 rounds."
			]
		},
		{
			"name": "Flickering Figure",
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"type": "Major Spirit Power",
			"source": "SoG3",
			"page": 80,
			"traits": [
				"rare",
				"illusion",
				"occult",
				"visual"
			],
			"frequency": {
				"number": 1,
				"unit": "day"
			},
			"entries": [
				"You transform your body so it appears to grow translucent, so that your appearance shimmers and blends with your surroundings. You become {@condition concealed} and can use this concealment to {@action Hide}. This effect lasts for 10 minutes."
			]
		},
		{
			"name": "Flight",
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"type": "Major Spirit Power",
			"source": "SoG3",
			"page": 81,
			"traits": [
				"rare",
				"occult",
				"transmutation"
			],
			"frequency": {
				"number": 1,
				"unit": "day"
			},
			"entries": [
				"Unbound by the weight of flesh and bones, you become untouched by even the most basic of mortal experiences\u2014gravity. You gain a fly Speed equal to your Speed or 30 feet, whichever is greater, for 10 minutes. While flying, you may grow more ghostly in appearance, or you might leave some sort of temporary flickering trail in the air while you travel as you see fit."
			]
		},
		{
			"name": "Grudge",
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"type": "Major Spirit Power",
			"source": "SoG3",
			"page": 81,
			"traits": [
				"rare",
				"emotion",
				"enchantment",
				"fear",
				"incapacitation",
				"mental",
				"occult"
			],
			"entries": [
				"Your hatred is so powerful that it can overwhelm another's mind. Choose a creature within 30 feet of you that's aware of you. That creature sees your expression suddenly transform into a supernaturally distorted visage of hatred, and must attempt a Will save. Since this perception of your hatred is all perceived directly in the target's mind, it does not have the {@trait visual} trait\u2014if the target can't see you, your hatred manifests in different ways that the target will have no problem observing. Perhaps your voice manifests asa sinister whisper in their ears, or maybe you flood them with a scent that invokes a horrific memory. The creature is then immune to Grudge for 24 hours.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The creature is unaffected.",
						"Success": "The creature becomes {@condition frightened 1}",
						"Failure": "The creature becomes {@condition frightened 2}, falls {@condition prone} from the shock, and is {@condition fleeing} as long as it remains frightened.",
						"Critical Failure": "The creature faints from fear, becoming {@condition unconscious}. It becomes {@condition frightened 2} and is {@condition fleeing} as soon as it is no longer unconscious."
					}
				}
			]
		},
		{
			"name": "Resist Death",
			"type": "Major Spirit Power",
			"source": "SoG3",
			"page": 81,
			"traits": [
				"rare",
				"necromancy",
				"occult"
			],
			"entries": [
				"Your spirit is so single-minded in its purpose that even obliteration of your {@ritual transmigrate|SoG3|transmigrated} body isn't enough to stop them. The next time you are reduced to 0 Hit Points within the next 24 hours, you are instead reduced to 10 Hit Points and are exposed to {@curse Soul Degradation|SoG3}."
			]
		},
		{
			"name": "River's Reflection",
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"type": "Major Spirit Power",
			"source": "SoG3",
			"page": 81,
			"traits": [
				"rare",
				"manipulate",
				"metamagic"
			],
			"entries": [
				"Existing between life and death can offer insights when it comes to channeling the energies of life and death. If the next action you use is to {@action Cast a Spell} with the {@trait positive} or {@trait negative} traits, that spell's effects on living and {@trait undead} targets are reversed. All negative damage becomes positive damage and vice versa. Any ability to heal living creatures or undead creatures is similarly swapped."
			]
		},
		{
			"name": "Sap Life",
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"type": "Major Spirit Power",
			"source": "SoG3",
			"page": 81,
			"traits": [
				"rare",
				"necromancy",
				"negative",
				"occult"
			],
			"entries": [
				"Just as some {@trait undead} hunger for life, you feel the urge to draw vitality from the living. Attempt an unarmed {@action Strike} against a foe. If you hit, you inflict {@damage 4d6} negative damage and restore 10 Hit Points to yourself."
			]
		},
		{
			"name": "Undying Flesh",
			"type": "Major Spirit Power",
			"source": "SoG3",
			"page": 81,
			"traits": [
				"rare",
				"abjuration",
				"occult"
			],
			"entries": [
				"You are a fearsome and vengeful spirit, and certain physical weapons seem to have little effect on you. Choose bludgeoning, slashing, or piercing; you gain resistance 10 to that damage type. Whether your resistance to that damage manifests in the form of a weapon appearing to pass harmlessly through your body or by appearing to leave grievous wounds that you ignore is left to you to decide, but once the decision is made, you can't change it."
			]
		},
		{
			"source": "G&G",
			"page": 23,
			"type": "Revolutionary Modification",
			"prerequisite": [
				{
					"level": {
						"level": 15,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Weapon"
						}
					}
				}
			],
			"name": "Attack Refiner",
			"entries": [
				"Your weapon makes minute recalibrations after every missed attack to ensure the next lands true. Your innovation gains the {@trait backswing} and {@trait shove} traits."
			]
		},
		{
			"source": "G&G",
			"page": 23,
			"type": "Revolutionary Modification",
			"prerequisite": [
				{
					"level": {
						"level": 15,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Weapon"
						}
					}
				}
			],
			"name": "Deadly Strike",
			"entries": [
				"Through precise calculation, you've found the perfect way for your weapon to deal damage on a well-placed strike. Your innovation gains the {@trait deadly <d8>} trait. If your innovation was already deadly, increase the die by up to two die sizes ({@damage d6} to {@damage d10}, {@damage d8} to {@damage d12}), to a maximum of {@trait deadly <d12>}."
			]
		},
		{
			"source": "G&G",
			"page": 23,
			"type": "Revolutionary Modification",
			"prerequisite": [
				{
					"level": {
						"level": 15,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Weapon"
						}
					}
				}
			],
			"name": "Enhanced Damage",
			"entries": [
				"You've made your innovation more powerful than other weapons of its kind. Increase your innovation's weapon damage die by one step ({@damage d4} to {@damage d6}, {@damage d6} to {@damage d8}, {@damage d8} to {@damage d10}, {@damage d10} to {@damage d12}). As normal, you can't increase your die by more than one size, so this modification isn't cumulative with complex simplicity."
			]
		},
		{
			"source": "G&G",
			"page": 23,
			"type": "Revolutionary Modification",
			"prerequisite": [
				{
					"level": {
						"level": 15,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Weapon"
						}
					},
					"item": [
						"Melee Only"
					]
				}
			],
			"name": "Extensible Weapon",
			"entries": [
				"You've found a way to construct your weapon so that it can extend while leaving its balance unchanged. Your innovation gains the {@trait reach} trait. If the weapon already had the {@trait reach} trait, it increases your reach by an additional 10 feet, instead of the usual additional 5 feet."
			]
		},
		{
			"source": "G&G",
			"page": 23,
			"type": "Revolutionary Modification",
			"prerequisite": [
				{
					"level": {
						"level": 15,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Weapon"
						}
					}
				}
			],
			"name": "Impossible Alloy",
			"entries": [
				"Other inventors claim it's not even technically possible, but you've managed to create several metal alloys that seem to work for only you. These alloys can damage opponents vulnerable to any one of the seven skymetals. Your innovation is treated as all seven skymetals (abysium, adamantine, djezet, inubrix, noqual, orichalcum, and siccatite). This means you deal more damage to a variety of creatures, though you don't apply any of the other special effects for weapons made of those skymetals."
			]
		},
		{
			"source": "G&G",
			"page": 23,
			"type": "Revolutionary Modification",
			"prerequisite": [
				{
					"level": {
						"level": 15,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Weapon"
						}
					},
					"item": [
						"Melee Only"
					]
				}
			],
			"name": "Momentum Retainer",
			"entries": [
				"A special weighted device lets your weapon retain more of its momentum when you attack. Your innovation gains the {@trait forceful} and {@trait versatile B} traits."
			]
		},
		{
			"source": "G&G",
			"page": 23,
			"type": "Revolutionary Modification",
			"prerequisite": [
				{
					"level": {
						"level": 15,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Weapon"
						}
					},
					"item": [
						"Ranged Only"
					]
				}
			],
			"name": "Omnirange Stabilizers",
			"entries": [
				"You've modified your innovation to be dangerous and effective at any range. If your innovation had the {@trait volley} trait, remove the {@trait volley} trait. Otherwise, increase your innovation's range increment by 50 feet or an amount equal to the weapon's base range increment, whichever is more."
			]
		},
		{
			"source": "G&G",
			"page": 23,
			"type": "Revolutionary Modification",
			"prerequisite": [
				{
					"level": {
						"level": 15,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Weapon"
						}
					}
				}
			],
			"name": "Rune Capacity",
			"add_hash": "Weapon",
			"entries": [
				"Whether you've dabbled with orichalcum or found another engineering solution, you've built your innovation in such a way that it can hold an additional property rune. Your innovation can have one more property rune than a normal item of its kind (to a maximum of four property runes with a {@item +3 weapon potency||+3 potency} weapon)."
			]
		},
		{
			"source": "G&G",
			"page": 23,
			"type": "Revolutionary Modification",
			"prerequisite": [
				{
					"level": {
						"level": 15,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Construct"
						}
					}
				}
			],
			"name": "Flight Chassis",
			"entries": [
				"You fit your construct with a means of flight, such as adding rotors or rebuilding it with wings and a lightweight construction. Your innovation gains a fly Speed of 25 feet."
			]
		},
		{
			"source": "G&G",
			"page": 23,
			"type": "Revolutionary Modification",
			"prerequisite": [
				{
					"level": {
						"level": 15,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Construct"
						}
					}
				}
			],
			"name": "Miracle Gears",
			"entries": [
				"As you perfect your innovation's cortex, it becomes much more intelligent. Its Intelligence modifier increases by 2, and it learns a language of your choice from among the languages you know. Your construct gains the ability to use actions that require greater Intelligence, like {@action Coerce} and {@action Decipher Writing}. Finally, your construct becomes legendary in two Intelligence- or Charisma-based skills of your choice. You must have the marvelous gears modification to select this modification."
			]
		},
		{
			"source": "G&G",
			"page": 23,
			"type": "Revolutionary Modification",
			"prerequisite": [
				{
					"level": {
						"level": 15,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Construct"
						}
					}
				}
			],
			"name": "Resistant Coating",
			"entries": [
				"Your innovation is hard to damage by any means. It gains resistance 5 to all damage (except adamantine)."
			]
		},
		{
			"source": "G&G",
			"page": 23,
			"type": "Revolutionary Modification",
			"prerequisite": [
				{
					"level": {
						"level": 15,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Construct"
						}
					}
				}
			],
			"name": "Runic Keystone",
			"entries": [
				"You've incorporated a device similar to a runestone into your innovation, allowing it to hold a property rune, even though it isn't a weapon or suit of armor. An armor property rune affects your innovation itself if it would affect the wearer of the armor. A weapon property rune grants whatever properties it would normally grant to a weapon to your innovation's unarmed attacks, following all the requirements as normal (for instance, a vorpal rune would only apply to slashing melee unarmed attacks); if the rune affects only ranged attacks, it has no effect unless your innovation has a built-in ranged attack (from the projectile launcher initial modification, for example). If the rune would affect the physical shape or appearance of the weapon or armor itself, like {@item glamered}, the rune has no effect when etched into your construct."
			]
		},
		{
			"source": "G&G",
			"page": 23,
			"type": "Revolutionary Modification",
			"prerequisite": [
				{
					"level": {
						"level": 15,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Construct"
						}
					}
				}
			],
			"name": "Wall Configuration",
			"entries": [
				"Your innovation can transform from a mobile construct to a stationary battlefield emplacement. It can unfold as a 2-action activity that has the {@trait manipulate} trait, changing from its usual form into a thin, straight wall of metal and gears up to 10 feet tall and 30 feet long. The wall must extend through your innovation's original space. While your construct is a wall, it can't take any actions except to use the same activity to transform back, and it can't defend itself easily, making it {@condition flat-footed} and giving it an additional \u20132 status penalty to its AC. The wall blocks line of sight and effect unless your innovation has half its maximum HP or fewer, at which point holes in the wall allow creatures to see through and attack with cover, and Tiny creatures to slip through."
			]
		},
		{
			"source": "G&G",
			"page": 23,
			"type": "Revolutionary Modification",
			"prerequisite": [
				{
					"level": {
						"level": 15,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Armor"
						}
					}
				}
			],
			"name": "Automated Impediments",
			"entries": [
				"Your armor uses electromagnetic fields, subharmonic distortions, or other techniques to make it difficult for those close to you to move unless you allow it. While wearing your armor, all spaces adjacent to you are {@quickref difficult terrain||3|terrain} for your enemies."
			]
		},
		{
			"source": "G&G",
			"page": 23,
			"type": "Revolutionary Modification",
			"prerequisite": [
				{
					"level": {
						"level": 15,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Armor"
						}
					}
				}
			],
			"name": "Energy Barrier",
			"entries": [
				"Your armor's defenses ablate any kind of energy coming your way. While wearing your armor, you gain resistance to all energy damage (acid, cold, electricity, fire, force, negative, positive, and sonic damage) equal to 2 + half your level. You must have the harmonic oscillator, metallic reactance, or phlogistonic regulator modification to select this modification."
			]
		},
		{
			"source": "G&G",
			"page": 23,
			"type": "Revolutionary Modification",
			"prerequisite": [
				{
					"level": {
						"level": 15,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Armor"
						}
					}
				}
			],
			"name": "Incredible Resistance",
			"entries": [
				"You've improved upon your breakthrough modification's ability to resist damage. Choose one of the following breakthrough modifications your innovation has: dense plating, layered mesh, or tensile absorption. Increase the resistance you gain from that modification to be equal to your level, instead of half your level."
			]
		},
		{
			"source": "G&G",
			"page": 23,
			"type": "Revolutionary Modification",
			"prerequisite": [
				{
					"level": {
						"level": 15,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Armor"
						}
					},
					"item": [
						"{@item Subterfuge Suit|G&G} Only"
					]
				}
			],
			"name": "Multisensory Mask",
			"entries": [
				"You've built a multisensory mask over your armor that protects you by distorting your figure from all senses, leaving behind only a hazy image, muffled sounds, and so forth. While wearing the armor, you gain {@condition concealed||concealment} against all creatures, even if they are using a nonvisual precise sense, such as a bat's echolocation. As normal for effects that leave your location obvious, you can't use this {@condition concealed||concealment} to {@action Hide} or {@action Sneak}. If you use a {@condition hostile} action, the {@condition concealed||concealment} ends until you restore the mask as a single action, which has the {@trait manipulate} trait."
			]
		},
		{
			"source": "G&G",
			"page": 23,
			"type": "Revolutionary Modification",
			"prerequisite": [
				{
					"level": {
						"level": 15,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Armor"
						}
					},
					"item": [
						"{@item Power Suit|G&G} Only"
					]
				}
			],
			"name": "Perfect Fortification",
			"entries": [
				"You've outfitted your armor with such heavy fortifications that deadly attacks often lose their edge. Each time you're critically hit while wearing the armor, attempt a DC {@flatDC 13} flat check. On a success, it becomes a normal hit. This isn't cumulative with fortification runes or other abilities that reduce critical hits with a flat check. Additionally, you gain resistance 2 + half your level against precision damage."
			]
		},
		{
			"source": "G&G",
			"page": 23,
			"type": "Revolutionary Modification",
			"prerequisite": [
				{
					"level": {
						"level": 15,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Armor"
						}
					}
				}
			],
			"name": "Physical Protections",
			"entries": [
				"Your armor has so many adjustments and precautions that it can guard against all physical damage. While wearing your armor, you gain resistance to all physical damage (bludgeoning, piercing, and slashing damage, as well as {@condition persistent damage||persistent bleed damage}) equal to half your level. You must have the dense plating, layered mesh, or tensile absorption breakthrough modification to select this modification."
			]
		},
		{
			"source": "G&G",
			"page": 23,
			"type": "Revolutionary Modification",
			"prerequisite": [
				{
					"level": {
						"level": 15,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Armor"
						}
					}
				}
			],
			"name": "Rune Capacity",
			"add_hash": "Armor",
			"entries": [
				"Whether you've done some dabbling in orichalcum alloys or found another engineering solution, you've built your innovation in such a way that it can hold an additional property rune. Your innovation can have one more property rune than a normal item of its kind (to a maximum of four property runes with a {@item +3 armor potency||+3 potency} armor)."
			]
		},
		{
			"source": "G&G",
			"page": 21,
			"type": "Breakthrough Modification",
			"prerequisite": [
				{
					"level": {
						"level": 7,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Weapon"
						}
					},
					"item": [
						"Ranged Only"
					]
				}
			],
			"name": "Advanced Rangefinder",
			"entries": [
				"A carefully tuned scope or targeting device makes your weapon especially good at hitting weak points. Your innovation gains the {@trait backstabber} trait and increases its range increment by 10 feet."
			]
		},
		{
			"source": "G&G",
			"page": 21,
			"type": "Breakthrough Modification",
			"prerequisite": [
				{
					"level": {
						"level": 7,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Weapon"
						}
					},
					"item": [
						"Melee Only"
					]
				}
			],
			"name": "Aerodynamic Construction",
			"entries": [
				"You carefully engineer the shape of your weapon to maintain its momentum in attacks against successive targets. Your innovation gains the {@trait sweep} trait and the {@trait versatile S} trait"
			]
		},
		{
			"source": "G&G",
			"page": 21,
			"type": "Breakthrough Modification",
			"prerequisite": [
				{
					"level": {
						"level": 7,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Weapon"
						}
					},
					"item": [
						"Melee Only"
					]
				}
			],
			"name": "Inconspicuous Appearance",
			"entries": [
				"Your innovation is built for easy concealment and surprise attacks. It gains the {@trait backstabber} and {@trait versatile <P>} traits. If the weapon has light Bulk, it also gains the {@trait concealable} trait."
			]
		},
		{
			"source": "G&G",
			"page": 21,
			"type": "Breakthrough Modification",
			"prerequisite": [
				{
					"level": {
						"level": 7,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Weapon"
						}
					},
					"item": [
						"One-Handed Weapon Only; Can't Have the {@trait Two-Hand} or {@trait Fatal} Traits"
					]
				}
			],
			"name": "Integrated Gauntlet",
			"entries": [
				"Combining your weapon with a gauntlet, you make it so you can quickly switch between attacking with your weapon and tinkering using your hands. Your innovation gains the {@trait free-hand} trait."
			]
		},
		{
			"source": "G&G",
			"page": 21,
			"type": "Breakthrough Modification",
			"prerequisite": [
				{
					"level": {
						"level": 7,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Weapon"
						}
					},
					"item": [
						"Ranged Only"
					]
				}
			],
			"name": "Manifold Alloy",
			"entries": [
				"You've devised several alloys that contain useful properties of various metals, and you replace a number of parts of your weapon or its ammunition with pieces from these alloys. Your weapon innovation is cold iron and silver. This means you deal more damage to a variety of supernatural creatures, such as demons, devils, and fey."
			]
		},
		{
			"source": "G&G",
			"page": 21,
			"type": "Breakthrough Modification",
			"prerequisite": [
				{
					"level": {
						"level": 7,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Weapon"
						}
					},
					"item": [
						"Ranged Only"
					]
				}
			],
			"name": "Rope Shot",
			"entries": [
				"Your weapon can shoot projectiles that split into simple ropes or nets around your foes' legs to trip your targets, and you can climb using the grappling hooks built into the weapon. Your weapon innovation gains the {@trait climbing} and {@trait ranged trip} traits."
			]
		},
		{
			"source": "G&G",
			"page": 21,
			"type": "Breakthrough Modification",
			"prerequisite": [
				{
					"level": {
						"level": 7,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Weapon"
						}
					},
					"item": [
						"Thrown Only"
					]
				}
			],
			"name": "Tangle Line",
			"entries": [
				"Your weapon has an extensible line that you can use to knock your enemies over and quickly recall the weapon back to your hand. Your innovation gains the {@trait ranged trip} trait and the {@trait tethered} trait."
			]
		},
		{
			"source": "G&G",
			"page": 21,
			"type": "Breakthrough Modification",
			"prerequisite": [
				{
					"level": {
						"level": 7,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Construct"
						}
					}
				}
			],
			"name": "Advanced Weaponry",
			"entries": [
				"You've powered up your construct's weaponry. Choose one of your construct's unarmed attacks to gain your choice of one initial weapon modification, chosen from the list of {@subclassFeature Innovation|Inventor|G&G|weapon|G&G|1|G&G|initial weapon modifications} or from other initial weapon modifications to which you have access. The unarmed attack must meet any requirements for the chosen traits (such as being a melee attack for entangling form), and since it's an unarmed attack, it can never meet certain requirements, such as being a simple weapon for complex simplicity."
			]
		},
		{
			"source": "G&G",
			"page": 21,
			"type": "Breakthrough Modification",
			"prerequisite": [
				{
					"level": {
						"level": 7,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Construct"
						}
					}
				}
			],
			"name": "Antimagic Construction",
			"entries": [
				"Whether you used some clever adaptation of the magic-negating skymetal known as noqual or created magical protections entirely of your own devising, you've made your innovation highly resilient to spells. Your construct innovation gains a +2 circumstance bonus to all saving throws and AC against spells."
			]
		},
		{
			"source": "G&G",
			"page": 21,
			"type": "Breakthrough Modification",
			"prerequisite": [
				{
					"level": {
						"level": 7,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Construct"
						}
					}
				}
			],
			"name": "Climbing Limbs",
			"entries": [
				"With appendages that can claw or create suction, your construct becomes a capable climber. Your innovation gains a climb Speed equal to half its land Speed."
			]
		},
		{
			"source": "G&G",
			"page": 21,
			"type": "Breakthrough Modification",
			"prerequisite": [
				{
					"level": {
						"level": 7,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Construct"
						}
					}
				}
			],
			"name": "Durable Construction",
			"entries": [
				"Your innovation is solidly built; it can take significant punishment before being destroyed. Increase its maximum HP by your level."
			]
		},
		{
			"source": "G&G",
			"page": 21,
			"type": "Breakthrough Modification",
			"prerequisite": [
				{
					"level": {
						"level": 7,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Construct"
						}
					}
				}
			],
			"name": "Marvelous Gears",
			"entries": [
				"Your innovation gains expert proficiency in {@skill Intimidation}, {@skill Stealth}, and {@skill Survival}. For any of these skills in which it was already an expert (because of being an advanced construct companion, for example), it gains master proficiency instead. If you have the {@classFeature revolutionary innovation|Inventor|G&G|15} class feature, these proficiencies improve to master, or legendary if your construct innovation was already an expert. You must have the {@optfeature wonder gears|G&G} modification to select this modification."
			]
		},
		{
			"source": "G&G",
			"page": 21,
			"type": "Breakthrough Modification",
			"prerequisite": [
				{
					"level": {
						"level": 7,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Construct"
						}
					},
					"feature": [
						"{@optfeature Projectile Launcher|G&G}"
					]
				}
			],
			"name": "Turret Configuration",
			"entries": [
				"Your innovation can transform from a mobile construct to a stationary turret. Your construct companion can transform as a single action, which has the {@trait manipulate} trait, turning into a turret in its space (or transforming back from a turret into its normal configuration). While it's a turret, your innovation is {@condition immobilized}, but the damage die from its projectile launcher increases to {@damage 1d6} and the range increment increases to 60 feet. You must have the {@optfeature projectile launcher|G&G} modification to select this modification."
			]
		},
		{
			"source": "G&G",
			"page": 20,
			"type": "Breakthrough Modification",
			"prerequisite": [
				{
					"level": {
						"level": 7,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Armor"
						}
					}
				}
			],
			"name": "Antimagic Plating",
			"entries": [
				"Whether you used some clever adaptation of the magic-negating skymetal known as noqual or created magical protections of your own design, you've strengthened your armor against magic. While wearing the armor, you gain a +1 circumstance bonus to all saving throws against spells and to AC against spells. Against spells that target the armor directly (like {@spell heat metal|APG}), you instead gain a +4 circumstance bonus to all saving throws and to AC."
			]
		},
		{
			"source": "G&G",
			"page": 20,
			"type": "Breakthrough Modification",
			"prerequisite": [
				{
					"level": {
						"level": 7,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Armor"
						}
					},
					"item": [
						"{@item Subterfuge Suit|G&G} Only"
					]
				}
			],
			"name": "Camouflage Pigmentation",
			"entries": [
				"You've modified your armor's exterior to let you blend into your surroundings with ease, as long as you stay still. While wearing your armor, you can {@action Hide} even without cover or concealment, as the pigmentation shifts to match your surroundings."
			]
		},
		{
			"source": "G&G",
			"page": 20,
			"type": "Breakthrough Modification",
			"prerequisite": [
				{
					"level": {
						"level": 7,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Armor"
						}
					}
				}
			],
			"name": "Dense Plating",
			"entries": [
				"You have encased your armor in robust plating. While wearing your armor, you gain resistance to slashing damage equal to half your level."
			]
		},
		{
			"source": "G&G",
			"page": 20,
			"type": "Breakthrough Modification",
			"prerequisite": [
				{
					"level": {
						"level": 7,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Armor"
						}
					}
				}
			],
			"name": "Enhanced Resistance",
			"entries": [
				"You've improved upon your initial modification's ability to resist damage. The resistance from your initial armor modification adds your full level, instead of half your level (for instance, phlogistonic regulator's resistance would increase to your level). If you have more than one initial modification that gives resistance, choose which one this applies to."
			]
		},
		{
			"source": "G&G",
			"page": 20,
			"type": "Breakthrough Modification",
			"prerequisite": [
				{
					"level": {
						"level": 7,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Armor"
						}
					},
					"item": [
						"{@item Power Suit|G&G} Only"
					]
				}
			],
			"name": "Heavy Construction",
			"entries": [
				"You've expanded your innovation into a heavy bulwark, and your groundbreaking design ensures you don't take any of the drawbacks for such heavy defenses. Your innovation becomes heavy armor, and your proficiency in your innovation armor (but no other heavy armor) advances to be equal to your proficiency in medium armor. If your Strength score is at least 16, you remove the Speed penalty entirely instead of reducing it to \u20135 feet. The armor's adjusted statistics are: {@i AC Bonus} +5; {@i Dex Cap} +1; {@i Check Penalty} \u20132; {@i Speed Penalty} \u201310 feet; {@i Strength} 16; {@i Bulk} 3; {@i Group} {@group composite}; {@i Armor Traits} {@trait bulwark}}. {@note You can see the improved version of the armor {@item Heavy Power Suit|G&G|here}.}"
			]
		},
		{
			"source": "G&G",
			"page": 20,
			"type": "Breakthrough Modification",
			"prerequisite": [
				{
					"level": {
						"level": 7,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Armor"
						}
					}
				}
			],
			"name": "Hyper Boosters",
			"entries": [
				"You've improved your speed boosters' power through a breakthrough that significantly increases the energy flow without risking exploding. You gain a +10-foot status bonus to your Speed, which increases to a +20-foot status bonus when you're in {@action Overdrive}. If you're legendary in {@skill Crafting}, it instead increases to a +30-foot status bonus when you're in {@action Overdrive}. You must have the speed boosters modification to select this modification."
			]
		},
		{
			"source": "G&G",
			"page": 20,
			"type": "Breakthrough Modification",
			"prerequisite": [
				{
					"level": {
						"level": 7,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Armor"
						}
					}
				}
			],
			"name": "Layered Mesh",
			"entries": [
				"You've woven an incredibly powerful network of interlocking mesh around your armor, which catches piercing attacks and diffuses them. While wearing your armor, you gain resistance to piercing damage equal to half your level."
			]
		},
		{
			"source": "G&G",
			"page": 20,
			"type": "Breakthrough Modification",
			"prerequisite": [
				{
					"level": {
						"level": 7,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Armor"
						}
					}
				}
			],
			"name": "Tensile Absorption",
			"entries": [
				"You've enhanced the tensile capabilities of your armor, enabling it to bend with bludgeoning attacks. While wearing your armor, you gain resistance to bludgeoning damage equal to half your level."
			]
		},
		{
			"source": "G&G",
			"page": 17,
			"type": "Initial Modification",
			"prerequisite": [
				{
					"level": {
						"level": 1,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Weapon"
						}
					},
					"item": [
						"Ranged Only"
					]
				}
			],
			"name": "Blunt Shot",
			"entries": [
				"Your weapon innovation can file the edges off your ammunition and adjust the blunt force of the shot to deliver a bludgeoning attack when necessary, as well as to avoid striking a lethal blow with an otherwise deadly shot. Your innovation gains the {@trait nonlethal} and {@trait versatile B} traits. You can choose whether to apply the {@trait nonlethal} trait on each attack with your innovation."
			]
		},
		{
			"source": "G&G",
			"page": 17,
			"type": "Initial Modification",
			"prerequisite": [
				{
					"level": {
						"level": 1,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Weapon"
						}
					},
					"item": [
						"Simple Weapon Only"
					]
				}
			],
			"name": "Complex Simplicity",
			"entries": [
				"Increase your innovation's weapon damage die by one step ({@damage d4} to {@damage d6}, {@damage d6} to {@damage d8}, {@damage d8} to {@damage d10}, {@damage d10} to {@damage d12}). In addition, it gains one of the following traits of your choice: {@trait versatile B}, {@trait versatile <P>}, or {@trait versatile S}."
			]
		},
		{
			"source": "G&G",
			"page": 17,
			"type": "Initial Modification",
			"prerequisite": [
				{
					"level": {
						"level": 1,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Weapon"
						}
					},
					"item": [
						"One-handed Melee Weapon Only; Can't Have the {@trait Agile}, {@trait Attached}, or {@trait Free-hand} Trait"
					]
				}
			],
			"name": "Dynamic Weighting",
			"entries": [
				"Your weapon's modified weight distribution can increase power in exchange for taking more hands to wield. Your innovation gains the {@trait two-hand} trait, with a damage die one size higher than the weapon's normal weapon damage die size (for instance, a {@item longsword} would gain the {@trait two-hand <d10>} trait). Your innovation also gains the {@trait versatile B} trait."
			]
		},
		{
			"source": "G&G",
			"page": 17,
			"type": "Initial Modification",
			"prerequisite": [
				{
					"level": {
						"level": 1,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Weapon"
						}
					},
					"item": [
						"Melee Only"
					]
				}
			],
			"name": "Entangling Form",
			"entries": [
				"You've altered your weapon to including tangling wires or straps, or to have a flexible construction. Your innovation gains the {@trait grapple} and {@trait trip} traits."
			]
		},
		{
			"source": "G&G",
			"page": 17,
			"type": "Initial Modification",
			"prerequisite": [
				{
					"level": {
						"level": 1,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Weapon"
						}
					},
					"item": [
						"Melee Only"
					]
				}
			],
			"name": "Hampering Spikes",
			"entries": [
				"You've added long, snagging spikes to your weapon, which you can use to impede your foes' movement. Your innovation gains the {@trait hampering} and {@trait versatile <P>} traits."
			]
		},
		{
			"source": "G&G",
			"page": 17,
			"type": "Initial Modification",
			"prerequisite": [
				{
					"level": {
						"level": 1,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Weapon"
						}
					},
					"item": [
						"Melee Only"
					]
				}
			],
			"name": "Hefty Composition",
			"entries": [
				"Blunt surfaces and sturdy construction make your weapon hefty and mace-like. Your innovation gains the {@trait shove} and {@trait versatile B} traits."
			]
		},
		{
			"source": "G&G",
			"page": 17,
			"type": "Initial Modification",
			"prerequisite": [
				{
					"level": {
						"level": 1,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Weapon"
						}
					}
				}
			],
			"name": "Modular Head",
			"entries": [
				"You've constructed a multi-purpose, adjustable striking surface for your weapon, or you've made special ammunition you can swiftly alter. Your innovation gains the {@trait modular} trait for bludgeoning, piercing, and slashing. When you {@action Interact} to use the {@trait modular} trait, you can also choose to give the weapon the {@trait nonlethal} trait if it doesn't currently have it, or to remove that trait if it's currently {@trait nonlethal}."
			]
		},
		{
			"source": "G&G",
			"page": 17,
			"type": "Initial Modification",
			"prerequisite": [
				{
					"level": {
						"level": 1,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Weapon"
						}
					},
					"item": [
						"Melee Only"
					]
				}
			],
			"name": "Pacification Tools",
			"entries": [
				"Softer materials make your weapon suited to knock out instead of kill, and special protrusions let you catch weapons and disarm your foes. Your innovation gains the {@trait disarm} and {@trait nonlethal} traits. You can choose whether to apply the {@trait nonlethal} trait on each attack with your innovation."
			]
		},
		{
			"source": "G&G",
			"page": 17,
			"type": "Initial Modification",
			"prerequisite": [
				{
					"level": {
						"level": 1,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Weapon"
						}
					},
					"item": [
						"Melee Only"
					]
				}
			],
			"name": "Razor Prongs",
			"entries": [
				"You can knock down and slash your foes with sharp, curved blades added to your weapon. Your innovation gains the {@trait trip} and {@trait versatile S} traits."
			]
		},
		{
			"source": "G&G",
			"page": 17,
			"type": "Initial Modification",
			"prerequisite": [
				{
					"level": {
						"level": 1,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Construct"
						}
					}
				}
			],
			"name": "Segmented Frame",
			"entries": [
				"Hinges, clamps, and telescoping parts make your innovation collapsible and adjustable. It gains the {@trait modular} trait for bludgeoning, piercing, and slashing. You can {@action Interact} to collapse the item down to light Bulk or to return it to your normal form. When it's collapsed to light Bulk, it has the {@trait concealable} trait, which grants you a +2 circumstance bonus to {@skill Stealth} checks and DCs to hide or {@action Conceal an Object||conceal the weapon.}."
			]
		},
		{
			"source": "G&G",
			"page": 17,
			"type": "Initial Modification",
			"prerequisite": [
				{
					"level": {
						"level": 1,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Construct"
						}
					}
				}
			],
			"name": "Accelerated Mobility",
			"entries": [
				"Actuated legs, efficient gears in the wheels or treads, or add-on boosters make your construct faster. Your innovation's Speed increases to 40 feet."
			]
		},
		{
			"source": "G&G",
			"page": 17,
			"type": "Initial Modification",
			"prerequisite": [
				{
					"level": {
						"level": 1,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Construct"
						}
					}
				}
			],
			"name": "Amphibious Construction",
			"entries": [
				"Increased buoyancy, rudders, and a means of propulsion like a fluked tail or powerful propeller make your construct able to travel in water. Your innovation gains a swim Speed of 25 feet."
			]
		},
		{
			"source": "G&G",
			"page": 17,
			"type": "Initial Modification",
			"prerequisite": [
				{
					"level": {
						"level": 1,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Construct"
						}
					}
				}
			],
			"name": "Increased Size",
			"entries": [
				"You built your construct innovation bigger than most. Your construct is {@trait Large}. If you have this modification and your construct innovation becomes an advanced construct companion or otherwise gains the ability to become {@trait Large}, you can immediately change increased size to a different initial construct modification."
			]
		},
		{
			"source": "G&G",
			"page": 17,
			"type": "Initial Modification",
			"prerequisite": [
				{
					"level": {
						"level": 1,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Construct"
						}
					}
				}
			],
			"name": "Manual Dexterity",
			"entries": [
				"Your construct innovation has articulated hands or similar appendages with significant manual dexterity. It can perform {@trait manipulate} actions with up to two of its limbs. As normal for a companion, it still can't wield weapons or held items that don't have the {@trait companion} trait, and it can't {@action Activate an Item||activate items}."
			]
		},
		{
			"source": "G&G",
			"page": 17,
			"type": "Initial Modification",
			"prerequisite": [
				{
					"level": {
						"level": 1,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Construct"
						}
					}
				}
			],
			"name": "Projectile Launcher",
			"entries": [
				"Your construct has a mounted dart launcher, embedded cannon, or similar armament. Your innovation gains a ranged unarmed attack that deals {@damage 1d4} bludgeoning or piercing damage (you choose when you pick this modification). The attack has the {@trait propulsive} trait and a range increment of 30 feet."
			]
		},
		{
			"source": "G&G",
			"page": 17,
			"type": "Initial Modification",
			"prerequisite": [
				{
					"level": {
						"level": 1,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Construct"
						}
					}
				}
			],
			"name": "Sensory Array",
			"entries": [
				"Additional sensory devices give your innovation {@ability low-light vision} and {@ability darkvision}, as well as imprecise {@ability tremorsense} out to a range of 30 feet."
			]
		},
		{
			"source": "G&G",
			"page": 17,
			"type": "Initial Modification",
			"prerequisite": [
				{
					"level": {
						"level": 1,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Construct"
						}
					}
				}
			],
			"name": "Wonder Gears",
			"entries": [
				"You map specialized skills into your construct's crude intelligence. Your innovation becomes trained in {@skill Intimidation}, {@skill Stealth}, and {@skill Survival}."
			]
		},
		{
			"source": "G&G",
			"page": 16,
			"type": "Initial Modification",
			"prerequisite": [
				{
					"level": {
						"level": 1,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Armor"
						}
					}
				}
			],
			"name": "Harmonic Oscillator",
			"entries": [
				"You designed your armor to inaudibly thrum at just the right frequency to create interference against force and sound waves. You gain resistance equal to 3 + half your level to force and sonic damage. When under the effects of {@action Overdrive|G&G}, the resistance increases by 2."
			]
		},
		{
			"source": "G&G",
			"page": 16,
			"type": "Initial Modification",
			"prerequisite": [
				{
					"level": {
						"level": 1,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Armor"
						}
					}
				}
			],
			"name": "Metallic Reactance",
			"entries": [
				"The metals in your armor are carefully alloyed to ground electricity and protect from acidic chemical reactions. You gain resistance equal to 3 + half your level to acid and electricity damage. When under the effects of {@action Overdrive|G&G}, the resistance increases by 2."
			]
		},
		{
			"source": "G&G",
			"page": 16,
			"type": "Initial Modification",
			"prerequisite": [
				{
					"level": {
						"level": 1,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Armor"
						}
					},
					"item": [
						"{@item Power Suit|g&g} Only"
					]
				}
			],
			"name": "Muscular Exoskeleton",
			"entries": [
				"Your armor supports your muscles with a carefully crafted exoskeleton. When you send your armor into overdrive, the exoskeleton supplements your feats of athletics as well. When under the effects of {@action Overdrive|G&G}, you gain a +1 circumstance bonus to {@skill Athletics} checks; if you're a master in {@skill Crafting}, this increases to a +2 circumstance bonus."
			]
		},
		{
			"source": "G&G",
			"page": 16,
			"type": "Initial Modification",
			"prerequisite": [
				{
					"level": {
						"level": 1,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Armor"
						}
					}
				}
			],
			"name": "Otherworldly Protection",
			"entries": [
				"Just because you use science doesn't mean you can't build your armor with carefully chosen materials and gizmos designed to protect against otherworldly attacks. You gain resistance equal to 3 + half your level to negative damage, or to positive damage if you have negative healing (such as if you're a dhampir). You gain the same amount of resistance to any types of alignment damage\u2014good, evil, chaotic, lawful\u2014that can damage you (note that creatures don't take a given type of alignment damage unless they are of the opposing alignment; for instance, you can take evil damage only if you are good in alignment)."
			]
		},
		{
			"source": "G&G",
			"page": 16,
			"type": "Initial Modification",
			"prerequisite": [
				{
					"level": {
						"level": 1,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Armor"
						}
					}
				}
			],
			"name": "Phlogistonic Regulator",
			"entries": [
				"A layer of insulation within your armor protects you from rapid temperature fluctuations. You gain resistance equal to half your level to cold and fire damage. When under the effects of {@action Overdrive|G&G}, the resistance increases by 2."
			]
		},
		{
			"source": "G&G",
			"page": 16,
			"type": "Initial Modification",
			"prerequisite": [
				{
					"level": {
						"level": 1,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Armor"
						}
					}
				}
			],
			"name": "Speed Boosters",
			"entries": [
				"You have boosters in your armor that increase your Speed. You gain a +5-foot status bonus to your Speed, which increases to a +10-foot status bonus when under the effects of {@action Overdrive|G&G}."
			]
		},
		{
			"source": "G&G",
			"page": 16,
			"type": "Initial Modification",
			"name": "Subtle Dampeners",
			"prerequisite": [
				{
					"level": {
						"level": 1,
						"class": {
							"name": "inventor",
							"source": "G&G"
						},
						"subclass": {
							"name": "Armor"
						}
					},
					"item": [
						"{@item Subterfuge Suit|G&G} Only"
					]
				}
			],
			"entries": [
				"You've designed your armor to help you blend in and dampen noise slightly. When you send your armor into overdrive, the dampeners increase their effect, improving your {@skill Stealth}. When under the effects of {@action Overdrive|G&G}, you gain a +1 circumstance bonus to {@skill Stealth} checks. If you're a master in {@skill Crafting}, this increases to a +2 circumstance bonus."
			]
		},
		{
			"name": "Lesson of Dreams",
			"source": "APG",
			"page": 100,
			"prerequisite": [
				{
					"feat": [
						"Basic Lesson|APG"
					]
				}
			],
			"type": "Basic Lesson",
			"entries": [
				"You gain the {@spell veil of dreams|APG} hex, and your familiar learns {@spell sleep}."
			]
		},
		{
			"name": "Lesson of the Elements",
			"source": "APG",
			"page": 100,
			"prerequisite": [
				{
					"feat": [
						"Basic Lesson|APG"
					]
				}
			],
			"type": "Basic Lesson",
			"entries": [
				"You gain the {@spell elemental betrayal|APG} hex. Your familiar learns your choice of {@spell burning hands}, {@spell air bubble}, {@spell hydraulic push}, or {@spell pummeling rubble|APG}."
			]
		},
		{
			"name": "Lesson of Life",
			"source": "APG",
			"page": 100,
			"prerequisite": [
				{
					"feat": [
						"Basic Lesson|APG"
					]
				}
			],
			"type": "Basic Lesson",
			"entries": [
				"You gain the {@spell life boost|APG} hex, and your familiar learns {@spell spirit link}."
			]
		},
		{
			"name": "Lesson of Protection",
			"source": "APG",
			"page": 100,
			"prerequisite": [
				{
					"feat": [
						"Basic Lesson|APG"
					]
				}
			],
			"type": "Basic Lesson",
			"entries": [
				"You gain the {@spell blood ward|APG} hex, and your familiar learns {@spell mage armor}."
			]
		},
		{
			"name": "Lesson of Vengeance",
			"source": "APG",
			"page": 100,
			"prerequisite": [
				{
					"feat": [
						"Basic Lesson|APG"
					]
				}
			],
			"type": "Basic Lesson",
			"entries": [
				"You gain the {@spell needle of vengeance|APG} hex, and your familiar learns {@spell phantom pain}."
			]
		},
		{
			"name": "Lesson of Mischief",
			"source": "APG",
			"page": 100,
			"prerequisite": [
				{
					"feat": [
						"Greater Lesson|APG"
					]
				}
			],
			"type": "Greater Lesson",
			"entries": [
				"You gain the {@spell deceiver's cloak|APG} hex, and your familiar learns {@spell mad monkeys|APG}."
			]
		},
		{
			"name": "Lesson of Shadow",
			"source": "APG",
			"page": 100,
			"prerequisite": [
				{
					"feat": [
						"Greater Lesson|APG"
					]
				}
			],
			"type": "Greater Lesson",
			"entries": [
				"You gain the {@spell malicious shadow|APG} hex, and your familiar learns {@spell chilling darkness}."
			]
		},
		{
			"name": "Lesson of Snow",
			"source": "APG",
			"page": 100,
			"prerequisite": [
				{
					"feat": [
						"Greater Lesson|APG"
					]
				}
			],
			"type": "Greater Lesson",
			"entries": [
				"You gain the {@spell personal blizzard|APG} hex, and your familiar learns {@spell wall of wind}."
			]
		},
		{
			"name": "Lesson of Death",
			"source": "APG",
			"page": 100,
			"prerequisite": [
				{
					"feat": [
						"Major Lesson|APG"
					]
				}
			],
			"type": "Major Lesson",
			"entries": [
				"You gain the {@spell curse of death|APG} hex, and your familiar learns {@spell raise dead}."
			]
		},
		{
			"name": "Lesson of Renewal",
			"source": "APG",
			"page": 100,
			"prerequisite": [
				{
					"feat": [
						"Major Lesson|APG"
					]
				}
			],
			"type": "Major Lesson",
			"entries": [
				"You gain the {@spell restorative moment|APG} hex, and your familiar learns {@spell field of life}."
			]
		},
		{
			"name": "Lesson of Calamity",
			"source": "SoT1",
			"page": 100,
			"traits": [
				"uncommon"
			],
			"prerequisite": [
				{
					"feat": [
						"Basic Lesson|APG"
					]
				}
			],
			"type": "Basic Lesson",
			"entries": [
				"You gain the {@spell stumbling curse|sot1} hex, and your familiar learns {@spell ill omen|logm}."
			]
		},
		{
			"name": "Lesson of the Frozen Queen",
			"source": "LOL",
			"page": 32,
			"traits": [
				"rare"
			],
			"prerequisite": [
				{
					"feat": [
						"Major Lesson|APG"
					]
				}
			],
			"type": "Major Lesson",
			"entries": [
				"You gain the {@spell glacial heart|lol} hex, and your familiar learns {@spell wall of ice}."
			]
		},
		{
			"name": "Lesson of Favors",
			"source": "DA",
			"page": 159,
			"prerequisite": [
				{
					"feat": [
						"Greater Lesson|APG"
					]
				}
			],
			"type": "Greater Lesson",
			"entries": [
				"{@note A witch with the {@class witch|apg|pacts|pacts|DA} patron can select the lesson of favors when a feat or other effect grants a greater lesson. The GM might determine that other witches who find themselves dealing primarily in favors can uncover this lesson, as well.}",
				"You gain the {@spell return the favor|DA} hex, and your familiar learns {@spell mind of menace|SoM}."
			]
		},
		{
			"name": "Lesson of Bargains",
			"source": "DA",
			"page": 159,
			"prerequisite": [
				{
					"feat": [
						"Major Lesson|APG"
					]
				}
			],
			"type": "Major Lesson",
			"entries": [
				"{@note A witch with the {@class witch|apg|pacts|pacts|DA} patron can select the lesson of bargains when a feat or other effect grants a major lesson. The GM might determine that other witches who find themselves making bargains and holding double-crossers accountable can uncover this lesson, as well.}",
				"You gain the {@spell over the coals|DA} hex, and your familiar learns {@spell subconscious suggestion}."
			]
		}
	]
}
