{
	"variantrule": [
		{
			"name": "Story-based Crafting",
			"source": "TV",
			"page": 170,
			"category": "Optional",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Crafting by Questing",
					"source": "TV",
					"page": 170,
					"entries": [
						"A young farmer's village is destroyed by a ferocious red dragon, and they set off to forge a sword imbued with the power of ice to lay the dragon low. An elven scout's companions are slain by a fearsome, ancient bulette, and she seeks a suit of armor capable of resisting the beast's claws so she can claim vengeance for her lost friends. A wizard sets out to forge a staff that will enhance their magical power. Story-based crafting is a system by which every major magic item a PC might want is gained through a narrative and may or may not involve the Crafting skill at all. The goal of story-based crafting is to let players seek out the equipment they want for their PCs in a fun and satisfying way that can make every significant, permanent item they use part of an epic and memorable story.",
						"Note that the crafting by questing rules are intended for permanent magical items that will be part of a PCs story for at least the better part of a level, possibly more. Having your PCs quest for simple consumables is liable to get a boring over time and isn't meaningfully different from just getting treasure for completing an encounter as normal (since most level-appropriate consumables won't require more than a single encounter to cover their entire cost anyways). Of course, a rare and powerful consumable item might still make for an interesting quest, but this should be an exception, not the rule.",
						{
							"type": "pf2-h3",
							"name": "Treasure by Encounter",
							"entries": [
								"The crafting by questing rules work best when used in conjunction with the {@table treasure by encounter|GMG} guidelines. The rules presented in this section assume that you, as the GM, have the treasure by encounter guidelines in play.",
								"The standard rules count treasure over the course of a level, rather than dividing it up by encounter. If you need to select treasure for a single encounter, such as in a sandbox game, you can use the table above. It takes the treasure budget for each level from Table 10\u20139 on page 509 of the Core Rulebook and breaks that down per encounter based on the encounter threat, similar to how XP varies by threat. The final column shows extra treasure you should award if you build an entire level this way. Unlike the standard table, this doesn't include items by item level, as the value doesn't cleanly break down for most single encounters. It's recommended you still give out those permanent items, but you'll need to borrow from other encounters' treasure to account for their value. Include encounters against creatures without treasure to account for this."
							]
						},
						{
							"type": "pf2-h3",
							"name": "Crafting Quests",
							"entries": [
								"As in normal crafting, the first step in initiating a crafting quest is for the player to decide what they want to craft, or for you as the GM to present them with a handful of possible things they can quest to create. You might also plan out a few crafting quests during your session zero (Gamemastery Guide 7) so that they can be built directly into the narrative of the campaign and worked into the PCs' backstories. One of the simplest ways to do this is to have each of the players give you a wish list of items during your session zero, listing key items their characters would like to acquire during the course of the campaign. These could be as general as \"a magic sword\" or \"a magic staff,\" or as specific as \"a suit of {@item devil's bargain|TV} armor for my Asmodean cleric.\""
							]
						},
						{
							"type": "pf2-h3",
							"name": "Crafting Quests",
							"entries": [
								"As in normal crafting, the first step in initiating a crafting quest is for the player to decide what they want to craft, or for you as the GM to present them with a handful of possible things they can quest to create. You might also plan out a few crafting quests during your session zero (Gamemastery Guide 7) so that they can be built directly into the narrative of the campaign and worked into the PCs' backstories. One of the simplest ways to do this is to have each of the players give you a wish list of items during your session zero, listing key items their characters would like to acquire during the course of the campaign. These could be as general as \"a magic sword\" or \"a magic staff,\" or as specific as \"a suit of {@item devil's bargain|TV} armor for my Asmodean cleric.\"",
								"Crafting quests should always be significant events for the players and their characters. Don't send the PCs questing to create a simple dagger. Instead consider what items could become iconic parts of the character's story, like a magic bow for an archer, a powerful staff for a wizard, or lucky boots for a rogue. The nature of crafting quests as events that will permanently inform the characters' stories and shape their builds means that there should always be a high level of collaboration between the players and GM. When using crafting quests, you typically won't need to use the Extra Treasure values from {@table Treasure by Encounter|GMG|Table 5\u20133: Treasure by Encounter}, as those values are to compensate for the PCs finding loot that they won't use or for missing some of the loot entirely. Since the PCs are always set up to get the loot they want when using story-based crafting, and because the value of these items is subtracted from their total treasure, these additional values are superfluous and could give the party too much treasure for their level. If you prefer a campaign where the PCs have a bit more treasure on hand as a way to encourage the use of consumables or \"non-essential\" equipment, you can use the treasure values as presented.",
								"The items you select for the PCs should all be items that are of a level appropriate to the characters (typically the same as their current level) or appropriate to the level they will be when they complete the crafting quests. For complete examples of crafting quests, see Example Quests below.",
								{
									"type": "pf2-h4",
									"name": "Building a Narrative",
									"entries": [
										"Once you know what item the characters are questing to create, it's time to build a narrative around that journey. Think of this like a subplot to the main story, with key moments and pivotal scenes that occur alongside the overarching plot of your campaign. If the entire group is searching for crafting quest components, then some parts of this story can take the spotlight and be the focus of an entire part of your campaign. In any event, you should give this story the same consideration you give any other part of your campaign narrative, balancing player desires with appropriate narrative decisions and combat challenges. Make sure that no one character's crafting quests take the spotlight for too long, and always watch for opportunities to align the interests of the various party members.",
										"Start by determining how many encounters you want the PCs to complete before the item is finished. For each required encounter, reduce the required cost of the story-crafted item by 10% of its total value. These cost reductions should never reduce the equivalent cost of the item below 50% of its base cost. This ensures the PCs don't end up with significantly more wealth than they should have and makes sure that their crafting quests don't stretch across too many levels of play. Next, take the remaining price of the item and divide that by the number of encounters. Reduce the reward for these encounters by that amount, to balance it against any other rewards you might include.",
										"Crafting quest encounters should generally be between low and severe difficulty; trivial encounters are too easy to justify the reduction in cost of the story-crafted item and generally won't be narratively satisfying for the players, while extreme encounters are simply too dangerous and may feel unfair to the player trying to story craft.",
										"Low-difficulty encounters are appropriate for a single crafting quest component, while moderate and severe encounters should provide crafting quest components for multiple characters. A severe-difficulty fight against a powerful monster with a treasure hoard, like a dragon, might provide crafting quest components for the entire party. Having the entire party's crafting quests intersect in encounters like this also helps bind the PCs together through shared goals and accomplishments.",
										"Finally, map these encounters and their narratives to your overall campaign or adventure, giving plenty of space between each to allow them to feel like earned pieces of a growing story."
									]
								},
								{
									"type": "pf2-h4",
									"name": "Beginning the Quest",
									"entries": [
										"Starting a crafting quest begins like any other story in your campaign. The PCs might learn of the item and how it can be made through one of any number of sources, from an old formula in a book to a cryptic prophesy that came to them in a dream. The key is to give the PCs an idea about the journey they must undertake and an idea of the reward that awaits them at the end.",
										"Next, give the PCs an opportunity to learn about the locations of the first crafting quest component for their item. They could gain this information through {@action Recall Knowledge} checks, {@action Research} at a local library, or by {@action Gather Information||Gathering Information}. Again, this first piece might also be part of their initial discovery of the quest, but later components should certainly require research or exploration to uncover.",
										"You don't need to give the PCs the locations of all their crafting components up front; as long as they know where to find the first piece, you can leave clues and opportunities to uncover the location of the next crafting quest component at key points in the campaign for PCs to discover naturally during the course of play. Alternatively, you can give the PCs the location of all the crafting quest components up front, though giving them such information all at once works best in a campaign intended to be more of a player-directed sandbox than one trying to follow a central narrative through line.",
										"Once the PCs have learned the location of their first crafting quest components, it's time to begin the adventure!"
									]
								},
								{
									"type": "pf2-h4",
									"name": "Gathering the Components",
									"entries": [
										"Locating the individual crafting quest components for a single story-crafted item should occur in separate and distinct areas, even if they're all in one larger location (like a dungeon or one large forest). This makes the item feel like it was earned, rather than given, and prevents the characters from exceeding the normal time limits that are a part of the crafting process.",
										"Each component should be either a part of the final item or something used during the creation process itself. For example, if you were trying to create a powerful bow that calls upon storms, you might need to find the heart of a tree burned by lightning, the scale of a blue dragon, or even the breath of a powerful air elemental. Alternatively, the component might be a person or place necessary for the crafting, like a woodcarver who survived a shipwreck, or a workshop located atop a mountain. In any event, each component should feel like it's building toward a completed item as part of the well-rounded story that tells of its creation."
									]
								},
								{
									"type": "pf2-h4",
									"name": "Forging the Treasure",
									"entries": [
										"Once the PC has gathered together all of the crafting quest components for their item, it's time to assemble the pieces. Depending on the nature of the crafting quests, this might not require a skill check. For a longer crafting quest that included at least three encounters spread across different locations, the simple act of bringing the components together can be enough for their magic to do the rest of the work, uniting the components into a single, completed item the PC can immediately put to use. For a shorter crafting quest taking place in a single location, you can instead require a skill check (likely a {@skill Crafting} check, but possibly using a different skill depending on the item and circumstances).",
										"When requiring a skill check to assemble a story-crafted item, you should make the check itself something appropriately exciting and epic, a fitting capstone for the completed crafting quest. For example, if the player's dwarf fighter completed a crafting quest that required them to assemble the materials for the haft, head, and grip of a magic hammer, their check could take place at an ancient dwarven forge blessed by Torag, God of the Forge. The DC of this check should be based on the item's level, rarity, and other circumstances. If successful, the item works as intended. If the check fails, it may have a quirk of some sort. If the check is a critical failure, it might be destroyed or even result in a cursed item!"
									]
								}
							]
						},
						{
							"type": "pf2-h3",
							"name": "Story-based Crafting as The Baseline",
							"entries": [
								"There are many reasons you might consider making story-based crafting the base assumption for your game. This system results in items that feel more special and integral to the narrative, which the players have more agency in helping to create. Story-based crafting can make an item feel unique and less like something they just bought down at the local shop.",
								"It's important to note that this style of crafting works best in sandbox campaigns and other adventures where the players are expected to inform a lot of the story's direction and progress, and is less compatible with campaigns seeking to tell a very specific and involved story. The encounters dedicated to crafting just the right weapon still give experience, and since each player should have the opportunity for a roughly equal number of crafting quests, you'll find that a campaign that uses story-based crafting as the baseline won't leave a lot of time open for other encounters and side quests.",
								"An important element of using story-based crafting as PCs' primary method of acquiring new key permanent items in a campaign is ensuring that one player's crafting quests don't overwhelm the narrative and put the other players in the \"back seat\" for too long. Here are a few general tips for managing this game experience.",
								"Don't feel pressured to do an entire PC's crafting quest through to completion before starting another PC's quests. You should intermix their adventures as much as possible, so that pursuing one character's crafting quest can naturally position the party to tackle another character's quest along the way. For example, if the fighter is crafting a flaming sword that requires traveling into a volcano, and the wizard is crafting a magic staff, you should try and place one of the encounters for acquiring staff components (or perhaps forging them together) inside that same volcano. This both reinforces the party's mutual goals, giving them strong story reasons to adventure together, and keeps the campaign feeling organic and connected.",
								"When weaving multiple characters' crafting quests together, look for key opportunities to align their goals. A single dragon's hoard could easily hold components for an entire adventuring party, along with other treasures. Using powerful monsters with large treasure hoards or notable access to rare materials is a great way to both keep the party's goals united and layer in deeper story threads and some altruistic motivations for the party."
							]
						}
					]
				},
				{
					"type": "pf2-h2",
					"name": "Example Quests",
					"page": 173,
					"source": "TV",
					"entries": [
						"Included below are an array of sample quests showcasing story-based crafting in action. Story-based crafting works best when individually tailored to each group, but the quests below can serve as examples of how to assemble and run a crafting quest. They can even be modified and dropped directly into a level- appropriate game to help fill out a session or allow your group to try out story-based crafting before committing to a longer-term campaign centered around the system.",
						{
							"type": "pf2-h3",
							"name": "Quest 1: Forging The Holy Sword (Level 13\u201314)",
							"entries": [
								"James is running a game that includes Logan's character, a champion of Iomedae. The party is getting close to reaching 14th level, and Logan has expressed a desire for his character to gain a {@item holy avenger}. James has decided that in order for Logan to forge his {@item holy avenger}, he'll need to recover the sword's hilt, blade, and pommel stone, for a total of 3 encounters. James takes the cost of the {@item holy avenger}, 4,500 gp, and reduces it by 10% for each of the three encounters (for a total reduction of 30%), arriving at a final total of 3,150 gp. James decides that each piece of the sword is worth the same amount, or 1,050 gp per component.",
								"James plans the following three encounters out for Logan.",
								{
									"type": "pf2-options",
									"style": "pf2-p",
									"items": [
										{
											"type": "item",
											"name": "Retrieving the Hilt",
											"entries": [
												"The first encounter James has planned for this crafting quest is a mission to retrieve the holy avenger's hilt from the clutches of a pair of {@creature lich|b1|liches}. As 12th-level creatures, the liches are worth 30 XP each for a 13th-level party and collectively comprise a low-difficulty encounter worth 1,875 gp. James subtracts the value of the pommel from the encounter's loot and adds in some consumables and other minor treasures for the rest of the group."
											]
										},
										{
											"type": "item",
											"name": "Liberating the Pommel Stone",
											"entries": [
												"The second encounter James has planned for the crafting quest is a mission to retrieve the holy avenger's pommel stone from an abandoned dwarven vault. While no monsters guard the vault, it's located behind a maze of twisting tunnels. When the party eventually finds the room and Logan's champion retrieves the pommel stone, they find out that the other treasures along all four walls are actually telekinetic swarm traps! Four 12th-level complex hazards constitute a severe encounter for a 13th-level party, so James deducts another 1,050 gp from the encounter's treasure for the pommel stone. Since there's over 2,000 gp remaining in the encounter's treasure value, this would also be an excellent location for James to leave items for other party members' crafting quests, along with some consumables and other treasure like art and coins.",
												"Since this was a severe encounter and the champion's crafting quest is nearing completion, this would also be a good time for the party to level up to 14th level, which is what we assume happens going into the final encounter of the holy avenger crafting quest."
											]
										},
										{
											"type": "item",
											"name": "Restoring the Blade",
											"entries": [
												"The final piece of the holy avenger is its blade, which it turns out is still lodged between the scales of the ancient black dragon Sharzathinek. As an {@creature ancient black dragon}, Sharzathinek is a 16th-level creature\u2014a Moderate encounter for the 14th-level party. James deducts 1,050 gp from the 3,650 gp Sharzathinek is worth. This also leaves room for James to include a couple other crafting quest components for other party members in the dragon's loot. With the dragon slain, Logan's champion claims the holy avenger's blade as his piece of the treasure for the encounter and rejoins it with the hilt and pommel stone. The magic of the blade's components, awakened by the champion's holy quest, causes the pieces of the sundered blade to fuse with each other, and the champion's holy avenger is complete."
											]
										}
									]
								}
							]
						},
						{
							"type": "pf2-h3",
							"name": "Quest 2: Weaving the Wizard's Robes (Level 7)",
							"entries": [
								"Jessica's character is an evoker wizard who has just reached 7th level and wants to celebrate her ascension by creating a set of {@item energy robe of fire|LOTGB|fire energy robes}. Jessica's wizard has trained with a prestigious archmage as one of the archmage's many apprentices; the robes will serve not just as protection for her wizard on future adventures but as a symbol of the completion of her apprenticeship. Her GM, James, has decided that to create these robes, Jessica's wizard will need to collect spider silk, a gemstone imbued with the power of elemental fire, and a scale from a white dragon to protect the robe's wearer from the gemstone's flames. All three of these materials can be harvested from within the magical demiplane where the evoker's archmage master trains his apprentices, and the final step for Jessica's wizard will be to weave all the components together at the archmage's magical loom. James takes the 320 gp base cost of the fire energy robes and reduces it by 10% for each of the three encounters, arriving at a final total of 224 gp. James has decided that the encounters will consist of one low-difficulty encounter and two moderate-difficulty encounters, with the value of the spider silk set at 50 gp and the value of the other two crafting quest components each set at 87 gp.",
								"James plans the following three encounters out for Jessica's wizard.",
								{
									"type": "pf2-options",
									"style": "pf2-p",
									"items": [
										{
											"type": "item",
											"name": "Bargaining for Silk",
											"entries": [
												"The first encounter Jessica's wizard will need to navigate is retrieving the silk for her robe from a trio of {@creature ether spider|b1|ether spiders}. As 5th-level creatures, the three spiders collectively are worth 60 XP for a 7th-level party and constitute a low-difficulty encounter worth 220 gp. James deducts 50 gp from the value of the encounter for the silk and distributes the rest in the form of various consumables the archmage left behind for his successful apprentices to find. While the ether spiders are deadly threats, Jessica's wizard recognizes that killing the spiders would destroy her master's silk supply, so she instead bargains with the ether spiders and trades them food and treasures from her earlier adventures in exchange for the silk she needs, completing the encounter nonlethally."
											]
										},
										{
											"type": "item",
											"name": "Retrieving the Fiery Gemstone",
											"entries": [
												"The second encounter awaiting Jessica's wizard requires her to travel to the magical furnace powering the archmage's tower and retrieve a gemstone imbued with the power of elemental flame. When Jessica's wizard arrives at the furnace, she discovers that the archmage has prepared a surprise for her and has left the furnace gate open, allowing a pair of salamanders (Bestiary 148) to slip in from the Plane of Fire! As 7th-level creatures, the two salamanders collectively represent a moderate encounter worth 290 gp for a 7th-level party. James deducts 87 gp from the value of the encounter to account for the value of the gemstone and gives the rest of the treasure to the party as consumables that will help them resist the icy breath of the elite {@creature young white dragon||young white dragons} the PCs will have to face in the final encounter."
											]
										},
										{
											"type": "item",
											"name": "Claiming a Scale",
											"entries": [
												"Singed but undeterred, Jessica's wizard and her party face their final challenge: a pair of elite {@creature young white dragon||young white dragons} guard the magical loom on which the wizard must weave her magical robes. As 7th-level creatures, the dragons collectively represent a moderate encounter worth 290 gp for a 7th-level party. James deducts 87 gp from the value of the encounter for the dragon scale and provides the rest as treasures for the wizard's party members. Once the wizard has fought, bargained, or tricked her way into retrieving a scale and accessing the archmage's loom, she attempts a DC 23 {@skill Crafting} check at the loom (the standard DC for a 7th-level item) to weave the crafting quest components together into her completed fire energy robes."
											]
										}
									]
								}
							]
						},
						{
							"type": "pf2-h3",
							"name": "Quest 2: Shaping the Armor of Yggdrasil (Level 5)",
							"entries": [
								"Ianara's character is a druid seeking to craft a +1 wooden breastplate for herself. Having just reached 5th level, Ianara's druid will soon be leaving the relative safety of her grove and the surrounding woodlands to venture out into the wider world as a champion of nature, an endeavor which will call for greater protection than she has had need of so far. Her GM, James, has decided that for Ianara's druid to create this armor, she'll need to gather four essential materials from the woodlands around her grove: fur collected from {@creature grizzly bear||grizzly bears} to line the armor, darkwood bark collected from trees protected by {@creature arboreal warden||arboreal wardens}, a section of wood freely gifted by an {@creature awakened tree} for the main plate, and sticky sap from a grove guarded by a {@creature dryad} and her pet {@creature basilisk} to bind it all together. James has decided that this crafting quest will require Ianara's druid to complete four Low difficulty encounters, so he has reduced the 160 gp cost of the +1 wooden breastplate by 40% for a final crafting cost of 96 gp, with each component having a value of 24 gp each. He deducts the 24 gp from the 100 gp value of each of the encounters and assigns the remaining 76 gp from each encounter to consumables and crafting quest components for the other characters.",
								"James plans the following four encounters out for Ianara.",
								{
									"type": "pf2-options",
									"style": "pf2-p",
									"items": [
										{
											"type": "item",
											"name": "Shaving the Grizzly",
											"entries": [
												"Ianara's first task is to collect the grizzly bear fur, and fortunately, three large grizzlies with fur to spare can be found fishing salmon from a nearby stream. While the bears do constitute a potentially engaging, or even deadly, combat encounter, Ianara's character is a druid and unwilling to harm the creatures just to line her armor. By leveraging a combination of primal magic and Nature-oriented skill feats, she's able to calm the bears and convince them to donate some of their fur to her."
											]
										},
										{
											"type": "item",
											"name": "Working Around the Wardens",
											"entries": [
												"Next, Ianara's druid must convince a pair of arboreal wardens to allow her to collect fallen scraps of darkwood bark from the grove of darkwood trees they're dedicated to protecting. Whether through combat, stealth, bargaining, or fleetness of foot, the druid manages to retrieve the necessary bark and completes the encounter before seeking out the next component for her armor."
											]
										},
										{
											"type": "item",
											"name": "You're Not Using That, Are You?",
											"entries": [
												"Next, Ianara's druid needs to convince a mighty {@creature awakened tree} to gift her a section of its living body to form the main plate of her +1 wooden breastplate. Combat isn't an option here; not only would attacking an otherwise-peaceful {@creature awakened tree} potentially be anathema for the druid, but the wood has to be freely gifted or the armor will be ruined. Guile, diplomacy, and magic are Ianara's only options, but fortunately, if anyone can convince a tree to give up a part of itself, it's probably a druid."
											]
										},
										{
											"type": "item",
											"name": "Sticky Situation",
											"entries": [
												"Having collected most of the components to create her armor, the druid just needs the sticky sap to bind everything together. The {@creature dryad} and {@creature basilisk} protecting the sap are cantankerous, cruel, and unwilling to share, and their grove is littered with evidence that the basilisk isn't too picky about who or what it petrifies and eats, either. While the party has thus far attempted nonviolent solutions wherever possible, the clearly evil nature of the {@creature dryad} and {@creature basilisk} likely mean that Ianara's party might just choose to fight this one out for the good of the forest, though it's also possible that they will choose to try and redeem the {@creature dryad} and her pet. Regardless of the resolution they choose, once the {@creature dryad} and {@creature basilisk} are dealt with, Ianara's druid has all the crafting quest components she needs to {@action Craft} her armor, and she can begin the process of assembling them."
											]
										}
									]
								},
								"Since the encounters were all contained within the same woodland, James requires Ianara's druid to attempt a {@skill Crafting} check inside the druid grove to complete the armor. Ianara's druid successfully completes a DC 20 {@skill Crafting} check (the standard DC for a 5th-level item) and can now don her +1 wooden breastplate."
							]
						}
					]
				}
			]
		},
		{
			"name": "Gardens of Wonder",
			"source": "TV",
			"page": 167,
			"category": "Optional",
			"subCategory": "Nature Crafting",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Gardens of Wonder",
					"source": "TV",
					"page": 167,
					"entries": [
						"A toxicologist alchemist walks through a carefully tended garden, its medicinal and poisonous plants growing and blooming in neat, colorful rows, each separated from the others and meticulously labeled. Elsewhere, a druid explores a wild grove welling with primal power, using their knowledge and intuition to choose exactly the plants they need for their latest poultice. Whether cultivated or purely natural, a garden of wonder is a location where an herbalist, poisoner, or other character interested in plant-based concoctions can gather ingredients with ease.",
						"As the Game Master, you should handle the tending or exploration of such a garden using the downtime rules for Earn Income to represent the construction of an artificial garden or exploration of a natural garden, as well as the harvesting of ingredients to make herbal concoctions. This is the simplest method and the one that fits most easily into the existing structure of downtime. Note that while this section focuses on gardens in the traditional sense, these rules are equally applicable to a variety of different endeavors and structures (see A Garden By Any Other Name.)",
						"Another method would be to use the ritual {@ritual garden of death|som} to gather up poisonous creatures in the area and establish such a garden right away. Ritualists more interested in healing others than harming them can develop a garden of healing ritual that has the same costs and effect, but for creatures and plants that provide medicinal benefits rather than deadly toxins.",
						{
							"type": "pf2-h3",
							"name": "Establishing a Garden",
							"entries": [
								"Using a ritual or spending personal downtime are two ways to establish a garden, but your group might be interested in establishing a garden, orchard, or other location that grows consumable items for them as a shared party resource within the campaign. For such a scenario, GMs should use the following guidelines, which are based on the cost differences of a magic scroll and a magic wand. A player can't establish a garden unless the GM and the group have agreed to use this variant together.",
								"Essentially, a garden is a living item or collection of items that produce herbal alchemical items, poisons, or similar consumables at a steady rate (typically one per day) without the need for additional downtime. These consumables are only temporary, however, typically taking the form of a short-lived fruit, flower blossom, or other perishable good. As such, they expire at the end of the day; since characters with a garden can't stockpile their bounty, they're encouraged to use the consumable items each day. Even magical and other extraordinary means of preservation have no effect.",
								"To seed the garden with enough plants or animals to produce sustainably, the PCs must pay a cost equal to the maximum cost of a permanent magic item that is 2 levels higher than the consumable's level. For example, it costs 2,000 gp to plant sufficient antidotal herbs to obtain a perishable {@item greater antidote} each day, because {@item greater antidote||greater antidotes} are 10th-level consumables and the maximum cost for a 12th-level permanent item is 2,000 gp. PCs with skill in herbalism or gardening can attempt to use {@action Earn Income} to help defray the setup costs of a garden, using {@skill Lore} skills such as {@skill Lore||Gardening Lore} as normal. If you are also using the variant for {@variantrule growing items|Tv} from this chapter, a character could use the Grow activity to grow a garden. Additional gardens can be used to increase the number of daily consumables the PCs have access to, but the PCs should have enough space to accommodate the expanded gardens. A given group of PCs shouldn't maintain more gardens than half the number of PCs in the party, rounded down."
							]
						},
						{
							"type": "pf2-h3",
							"name": "Using Gardens as a Reward",
							"entries": [
								"Some players tend to wait for the perfect moment to use a consumable item, which can ironically lead to them not using any of their items unless the situation is extremely dire, since they're always anticipating that the next encounter might be a better time to drink that potion or elixir. Unfortunately, this can sometimes mean the party never has the fun of trying out a strange consumable or seeing the bit of variety it can introduce. Gardens are a great reward for groups that are hesitant to use consumables because they feel more permanent, reliable, and safe, and since gardens' rewards need to be used each day or lost altogether, players are incentivized to find creative uses for the consumables each day. Since the garden is located at a specific location, that means the group needs to be able to return to that location to retrieve the consumables. If you give the group an especially elaborate garden capable of producing multiple consumable items each day, the group can become more invested in setting up roots nearby and establishing a base of operations organically. This can be a perfect incentive to get players invested in the local area."
							]
						},
						{
							"type": "pf2-h3",
							"name": "A Garden by Any Other Name",
							"entries": [
								"While a garden is especially narratively attractive to characters like herbalists, druids, poisoners, leshys, and the like, these same guidelines are perfectly capable of describing locations far different than a natural location lush with plant life. Here are a few examples.",
								{
									"type": "pf2-h4",
									"name": "Bakeries and Kitchens",
									"entries": [
										"A fighter sponsors a bakery with her tournament winnings, and in return, the baker agrees to bake a fresh magic pastry for her each day when she stops by on her morning run. This \"garden\" is likely tended by a friendly NPC who the PCs have assisted in some way. Perhaps the cost of founding the garden was an investment in the baker or chef's startup, or maybe the PCs were granted the land on which the bakery sits as a reward for services rendered to the local community. If the land and buildings are a reward for services rendered by the PCs, the reward itself might cover all or a portion of the costs of creating the garden.",
										"When using {@action Earn Income} to help defray the costs of creating this kind of garden, {@skill Lore||Accounting Lore}, {@skill Lore||Baking Lore}, and {@skill Society} are all appropriate skills."
									]
								},
								{
									"type": "pf2-h4",
									"name": "Haunted Churches and Sites Of Power",
									"entries": [
										"A cleric creates a living scroll factory from parchment scraps won from contract devils and mummy wrappings, producing eerie-looking (and presumably evil) scrolls each midnight that explode into black flame the following midnight. Any of a variety of undead or extraplanar creatures might serve as the central seed for a \"religious garden\" that supplies the character with scrolls, catalysts, or other thematically appropriate consumables. This type of garden is most likely to be appropriate at higher levels, where a PC has the power to compel service from the undead or extraplanar entity who powers the garden. However, a PC who dedicates themself to the service of such a creature might be able to create and benefit from this type of garden as part of their tenure.",
										"When using {@action Earn Income} to help defray the costs of creating this kind of garden, {@skill Lore||Architecture Lore} or a lore skill related to a type of creature tied to the site (such as {@skill Lore||Devil Lore} or {@skill Lore||Mummy Lore}) are appropriate skills."
									]
								},
								{
									"type": "pf2-h4",
									"name": "Ooze Farms",
									"entries": [
										"An alchemist from the ooze-loving city of Oenopion establishes a laboratory of strange oozes, generating a beaker-full of odd, mutagenic gloop each day that can be used in the creation of almost any alchemical consumable of an appropriate level. Ooze gardens are most appropriate for generating alchemical consumables, particularly bombs and elixirs, though they might also be used to generate alchemical foods. This garden requires a full {@item alchemist's lab} in addition to the other requirements mentioned previously, though the alchemist can still make use of that lab when generating alchemical items that aren't part of the daily consumables produced by the garden.",
										"When using {@action Earn Income} to help defray the costs of creating this kind of garden, both {@skill Crafting} and {@skill Lore||Ooze Lore} are appropriate skills."
									]
								},
								{
									"type": "pf2-h4",
									"name": "Rock Gardens and Stalagmite Caverns",
									"entries": [
										"A deep gnome druid carefully tends a cavern where the slow drip of limestone grows a forest unlike anything born from soil and sunlight. Gardens of stone and gems are actually more common beneath the surface than gardens containing flowers and herbs, and they can be an excellent source of consumables like talismans, mineral-based alchemical items, and other consumables crafted from gems and stones. Such subterranean gardens are most common among drow and svirfneblin, though any ancestry or species that makes its home in the Darklands might have the necessary skills to manage a garden of stone and gems. These types of gardens are particularly good for creating consumables like gadgets or talismans but require a repair kit in addition to the normal creation costs for establishing a garden.",
										"When using {@action Earn Income} to help defray the costs of creating this kind of garden, {@skill Crafting}, {@skill Lore||Engineering Lore}, and {@skill Lore||Mining Lore} are appropriate skills."
									]
								},
								{
									"type": "pf2-h4",
									"name": "Wildlife Preserves",
									"entries": [
										"A grizzled big-game hunter has grown attached to the animals she once poached and has retired to create a walled green space with carefully tended grasslands, ponds, and other habitats. Animals roam free, safe from the outside world. A wildlife preserve could operate as a zoo, an animal safe haven, or a private hunting ground for a noble, but at their core they all need to maintain a stable population of wildlife. The animals in one might produce resources like milk and eggs, and can be hunted or slaughtered for meat, pelts, feathers, and components for items like alchemical foods and bottled monstrosities.",
										"When using {@action Earn Income} to help defray the costs of creating this kind of garden, {@skill Lore||Hunting Lore}, {@skill Lore||Fishing Lore}, or a lore skill related to creatures on the preserve (such as {@skill Lore||Canine Lore} or {@skill Lore||Dinosaur Lore}) are appropriate skills."
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Bestowed Gifts",
			"source": "TV",
			"page": 166,
			"category": "Optional",
			"subCategory": "Nature Crafting",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Bestowed Gifts",
					"source": "TV",
					"page": 166,
					"entries": [
						"In fairy tales and folklore, stories abound of heroes receiving special items out of gratitude, friendship, or simply a desire to assist them on their quest. A nymph might grant a token of their favor and agree to act as an artist's muse, establishing a long-term relationship that will ripple out through that mortal's life for years\u2014or perhaps even generations, as the nymph continues to look over those who came after. On the opposite end of the spectrum, an aging unicorn approaching their end might willingly sacrifice their horn to grant a hero great powers at the cost of their ebbing life.",
						"From these two extreme cases, a pattern emerges: in each, the gift establishes a lasting bond between the giver and recipient. For this reason, a bestowed gift is like the proverbial goose that laid the golden eggs: giving the gift freely grants it power, meaning those who would attempt to wrest it through theft or violence are doomed to fail. The connection between the giver and the recipient plows a magical furrow and plants a seed that can grow with time. For this reason, relics are a perfect way to tell this type of story. There's even a shared nomenclature that hints at this connection: the abilities relics gain are called \"gifts.\"",
						"However, even if your group isn't using relics (or introducing one would be too complicated or long-term for the situation at hand), a bestowed gift with the powers of an otherwise-normal magic item can still make an especially meaningful moment in a campaign, far more so than simply purchasing such an item from a store or finding it in a hidden cache. A player is likely to remember a scene where a faerie queen spins a suit of {@item autumn's embrace|TV} armor for them out of the plants of her domain, surrounding their character's body and protecting them from incoming harm for years to come, more than if they bought the same type of armor during downtime.",
						{
							"type": "pf2-h3",
							"name": "Bestowing Gifts in Your Game",
							"entries": [
								"Even if you're granting a PC a gifted item based on an existing magic item's statistics, consider tweaking it in certain ways to make it more distinct without requiring an entirely new item and stat block. For one, gifted items typically only work for the creature that received the gift, or perhaps an heir or protegee of the initial recipient if the gift is passed down. As when the gift is initially received, the intent remains important; a bestowed gift keeps its power when earnestly given to an heir as a true inheritance, but it loses its power if transferred for a sale, quid pro quo, or other attempt to cheapen the gift into a commercial exchange.",
								"Beyond that, consider adding an {@variantRule Item Quirks|GMG|item quirk} or two that you choose specifically to match the nature of the creature gifting the item, rather than rolling completely at random.",
								"If the creature granting the gift is especially beloved by your player, or the whole group, but you'd rather not have them tagging along everywhere, another option is to make the gifted item an intelligent item with an imprint of the creature's personality, or just a conduit to speak with the creature from afar. Be careful when exercising this option, as you would with any intelligent item, as this adds another NPC to roleplay into the mix. Intelligent items are people, not possessions, even though they take the form of objects.",
								"While a bestowed gift is more memorable than most treasures, you can easily take them into account using the normal method for treasure distribution. Keep track of bestowed gifts just like you would any other magic item using Core Rulebook {@table Party Treasure by Level||Table 10\u20139: Party Treasure by Level}, counting them among the items that the party received as treasure during that level."
							]
						},
						{
							"type": "pf2-h3",
							"name": "Bestowed Gifts as The Baseline",
							"entries": [
								"If your group particularly likes bestowed items, you can use them to replace most or all other forms of treasure in your campaign. In that case, you're establishing a narrative where pacts, connections, and friendships with supernatural creatures are extremely important for adventurers and other creatures hoping to unlock the power of magic items. This has several interesting implications on the world at large. For one, since bestowed gifts aren't usually transferable by violence, theft, or monetary trade, it would mean that looting magic items or buying them at a store are off limits. Count any bestowed gifts against the party's treasure for that level and consider adding an additional handful of consumables to their treasure allotment to counterbalance the lower flexibility in their treasure. Alternatively, consider presenting them with a consumable garden or similar option.",
								"Depending on who and what are capable of bestowing a gift in your campaign, PCs with significant power could use the {@skill Crafting} skill to bestow gifts of their own unto their fellow adventurers, which could limit the necessity of binding ties with magical creatures. Regardless of the variation, a campaign where most or all magic items are bestowed gifts tends to either be lower magic in general or else have an extreme degree of interconnectedness, full of magical creatures that bond with heroes to an extent greater than most settings. For a lower-magic feel, you can also use the {@variantrule Automatic Bonus Progression|GMG|automatic bonus progression} rules to handle all the item bonuses for you so that you can focus on handing out gifts that are more thematic and meaningful to the PCs."
							]
						}
					]
				}
			]
		},
		{
			"name": "Growing Items",
			"source": "TV",
			"page": 164,
			"category": "Optional",
			"subCategory": "Nature Crafting",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Growing Items",
					"source": "TV",
					"page": 164,
					"entries": [
						"In an ancient forest, an elf plays a haunting melody on a flute among the trees, growing entire buildings seamlessly from still-living wood. Elsewhere, a fungus leshy holds a conversation with the mushrooms of an underground cavern, convincing them to twine together into a latticed armor to defend the cavern against a new threat encroaching from the Darklands. The traditional methods of crafting items tell the story of a crafter retrieving the necessary raw materials and then working those materials via forging, woodworking, tailoring, or other such means; however, this is but one of many ways to create magic items. In a primal setting or adventure, or in a campaign taking place in a natural region like the fey forests of the First World, it might fit your story better to grow an item from a living thing instead. While most such stories take place in a natural environment, they can just as easily occur in a hidden laboratory, where an alchemist might form magical oozes into specific shapes before curing them with magical reagents, producing a sword as durable as any steel.",
						"Mechanically, the process of growing an item uses the same principles as {@action Craft||Crafting} it normally, though the details and the story differ. Use the {@action Grow|TV} activity, a variant of the {@action Craft} activity. This activity has the {@trait rare} trait; it's only available if you've decided to use this variant in your campaign.",
						{
							"type": "data",
							"tag": "action",
							"name": "Grow",
							"source": "TV"
						},
						{
							"type": "pf2-h3",
							"name": "Example",
							"source": "TV",
							"page": 165,
							"entries": [
								"If Lini wanted to {@action Grow|TV} a suit of {@item leaf weave armor|TV}, she would spend 2 gp on initial fertilizers and nutrients and allow four days for the armor to grow, attempting a DC 14 {@skill Crafting} check. At the end of the fourth day, if she succeeds, Lini can choose to either use accelerants to complete the growth right away or to instead spend more downtime to cultivate the armor over the course of a few weeks. She has time to spare and finds this kind of task soothing, so even though a level-0 task doesn't provide profit at an especially fast rate, she decides to spend 5 additional days growing the armor. She's quite fortunate and rolls a critical success on her Crafting check, allowing her to make 2 sp of progress per additional day, for a total of 10 sp (or 1 gp). This reduces the remaining amount she need to pay to 1 gp, so she spends that amount on a magical additive that promotes plant growth, at which point she is finished growing her new armor. This new armor, which Lini grew herself and is in accordance with her principles as a druid, provides much greater satisfaction than anything she could buy in a shop."
							]
						},
						{
							"type": "pf2-h3",
							"name": "Adjusting Skills",
							"source": "TV",
							"page": 165,
							"entries": [
								"In a game or setting where the act of creating new items happens primarily or exclusively through careful cultivation of living organisms, GMs can choose to have {@action Grow|TV} use {@skill Nature} instead of {@skill Crafting}. In worlds or settings where this ruling is in play, inventors are likely nonexistent, or at least rare, while druids serve an even more central role in their communities, going beyond spiritual guidance roles to also serve as innovators and economic leaders. Such a change should be made carefully and intentionally, with an eye toward the type of story being told. There's little point in allowing a hybrid system where you can choose between {@skill Crafting} or {@skill Nature} to craft items, since {@skill Nature} has many other uses and thus can easily make {@skill Crafting} obsolete by comparison. Instead, consider a hybrid version where players use {@skill Nature} to {@action Grow|TV} items and {@skill Arcana} to craft items the normal way, cutting the {@skill Crafting} skill entirely."
							]
						}
					]
				}
			]
		},
		{
			"name": "Converting Magic Items",
			"source": "TV",
			"page": 162,
			"category": "Optional",
			"subCategory": "Crafting Alternate Rules",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Converting Magic Items",
					"source": "TV",
					"page": 162,
					"entries": [
						"Many magic items found by higher-level characters never see play, destined instead to live at the bottom of a backpack, forgotten and unused. Others are quickly sold to fund the purchase of a more appropriate item. Others still are so irredeemably evil that selling them is an unconscionable act, and the item ends up being destroyed. All of these situations can make it difficult for the GM to properly calculate and balance the party's wealth, which can lead to imbalanced encounters and other problems at the table.",
						"This variant simplifies the problem by giving the players another option for items that they don't intend to use, allowing them to break an item down and recycle its parts for the creation of another item.",
						"When breaking down an item, you have a choice on how to proceed. You can immediately use the components to create an item with a similar theme to the one that you deconstructed, or you can save the components for use in any one item created later. If you create a similar item, such as deconstructing a magic weapon in order to create a different but similar type of magic weapon, you can harvest more of the components and residual magic for the new item, giving you more in return than you might otherwise get by simply harvesting the best parts of an item.",
						"The GM determines whether the new item is similar enough to warrant this benefit, but the new item should be similar either in ability or in general theme. For example, deconstructing a cloak of the bat to create winged boots certainly qualifies, as does deconstructing a {@item ring of climbing} to create {@item slippers of spider climb}. Items of the same general type might qualify, but only if their abilities are thematically similar.",
						"Generic components can be saved for later, but they can't be combined with other components from another deconstructed item. If excess value remains after making a new item, that value is lost, as the remaining parts are just the leftover bits, with the best parts being used for the new creation. The deconstructed item has the same Bulk as the original. GMs might want to put an expiration date on deconstructed items to prevent too many of them from piling up in character inventories, but unless players are breaking down items all the time, it shouldn't be a problem.",
						{
							"type": "data",
							"tag": "action",
							"name": "Deconstruct",
							"source": "TV"
						}
					]
				}
			]
		},
		{
			"name": "Critical Crafting",
			"source": "TV",
			"page": 161,
			"category": "Optional",
			"subCategory": "Crafting Alternate Rules",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Critical Crafting",
					"source": "TV",
					"page": 161,
					"entries": [
						"The critical success and failure effects of the Craft activity are safe, reasonable effects that are appropriate any time a character wants to Craft: on a critical success, they make more money per day Crafting, and on a critical failure, they ruin 10% of the item's raw materials. However, these monetary rewards and penalties are not the only potential outcomes of crafting criticals. With this variant, you can consider rarely handing out custom critical success rewards and critical failure penalties appropriate for the situation. However, you won't want to do this too often, especially since a high-level crafter who makes a lot of low-level items will critically succeed with some frequency. If crafting is a big part of your game, consider limiting the special effects to natural 20s and 1s, and even then, only when a special item is being created.",
						"Most often, the special critical success or failure effect will be something distinctive and appropriate to the exact situation in your campaign. For instance, if a PC Crafts a commissioned sword for a prideful ruler obsessed with their heroic ancestor, perhaps on a critical success the item manages to call forth the spirit of the ancestor, who nods gravely while acknowledging the sword. On a critical failure, the PC finishes the sword but accidentally includes a part of the heraldry of the traitorous noble family that murdered the ancestor, enraging the monarch. As you can see from this example, the critical failure effects sometimes tend towards possibilities where the item is still created despite failure, but its completion creates a serious problem that must be resolved. When using this system, consider rolling the checks to Craft the item in secret to prevent a player's knowledge from influencing their decisions.",
						"While it's usually best to invent your own special critical success or failure effects, here are a few examples of possibilities that can be used in a variety of circumstances.",
						{
							"type": "pf2-h3",
							"name": "Critical Success",
							"entries": [
								{
									"type": "list",
									"items": [
										"The crafter's dazzling success and passion imbue a fragment of their self into the item, causing it to become an {@trait intelligent} item.",
										"If the crafter was creating a max-level item, they can pay more to create an item above their level that they normally couldn't {@action Craft}. For instance, while trying to {@action Craft} a {@item 3rd-Level Spell Magic Wand||wand of fireball} (a 7th-level item), a 7th-level wizard might be able to create a {@item 4rd-Level Spell Magic Wand||wand of 4th-level fireball} (a 9th-level item).",
										"The item has a minor beneficial special ability beyond other items of its type. This can be whatever you choose, but it's usually another minor activation with a daily frequency. The benefit should be better than a {@variantrule Item Quirks|GMG|quirk} (as quirks are meant to be neutral).",
										"The item is so well made that it's nearly impossible to damage, doubling its Hardness or greatly increasing its total Hit Points. The item might also be resistant to grime, tarnishing, or other cosmetic changes.",
										"The item is so beautifully made that it grants a bonus to {@skill Diplomacy} and {@skill Intimidation} checks when displayed or used as part of the check. Alternatively, it could be worth more than usual just as an art object.",
										"The item is so finely crafted that it distracts the attention of opponents when used in battle, granting a bonus to checks made to {@action Feint} or {@action Create a Diversion} when used as part of the check.",
										"The crafter is in tune with the object, its powers, and its potentials, turning it into a relic. In addition to its base abilities, the crafter can designate other abilities that the object develops over time."
									]
								}
							]
						},
						{
							"type": "pf2-h3",
							"name": "Critical Failure",
							"entries": [
								{
									"type": "list",
									"items": [
										"The crafter {@action Craft||Crafts} the item, but the item is secretly {@trait cursed}. ",
										"The crafter {@action Craft||Crafts} the item, but the item permanently drains a portion of the crafter's life force and resists attempts at destroying it, permanently reducing the crafter's Hit Points until they complete a quest to destroy the item once and for all. ",
										"The creation process explodes or otherwise exposes the crafter to significant harm with a long-term effect that demands interesting interplay to remove. There's little point in dealing Hit Point damage during downtime, as it's usually trivial to restore it before adventuring. ",
										"The {@action Craft||Crafting} process is so flawed that it draws a malevolent intelligence that chooses to complete the item and inhabit it. The intelligence of the item is opposed to the crafter and attempts to secretly thwart them at every turn. ",
										"The item appears perfectly normal and fully functional, but when someone attempts to use it for its intended purpose, it fails. For example, armor might fall off, weapons might break, or a wand might simply emit an acrid, burning odor instead of the desired spell. ",
										"The crafter is cursed by their own failure and takes a penalty to all future {@action Craft||Crafting} checks until they get a critical success or a casting of remove curse to end the effect. ",
										"The {@action Craft||Crafting} goes so poorly that it pollutes the nearby environment. This might mean that the workshop needs extensive cleaning to be usable again, or it could be much worse, polluting the local water supply and making those who live nearby seriously ill."
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Crafting Downtime Events",
			"source": "TV",
			"page": 158,
			"category": "Optional",
			"subCategory": "Crafting Alternate Rules",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Complex Crafting",
					"source": "TV",
					"page": 158,
					"entries": [
						"Plenty of things can happen during downtime that might derail your efforts or complicate your plans. When crafting, it might be easy enough to put down the creation and deal with a problem, but sometimes these events can threaten the project itself. The Gamemastery Guide provides three examples of downtime events related to crafting: a delayed shipment of materials, a superlative work drawing attention from collectors, or the discovery of a new and efficient crafting technique. Even adding these to the events around earning income (which are generally applicable), a group that spends a great deal of time crafting might find these to be repetitive. The following downtime events are tied directly to the crafting process and should be used to supplement those found on page 25 of the Gamemastery Guide.",
						{
							"type": "data",
							"tag": "table",
							"name": "CRAFTING DOWNTIME EVENTS",
							"source": "TV"
						},
						{
							"type": "pf2-options",
							"style": "pf2-p",
							"items": [
								{
									"type": "item",
									"name": "Annoying Interloper",
									"entries": [
										"Whether it's a nosy relative, gossipy friend, finicky safety inspector, or any other sort of guest, the crafter's workshop has attracted the attention of an annoying interloper. It's someone the crafter can't just kick out unceremoniously, either. The situation might require roleplaying, as well as Diplomacy, Intimidation, or other skills, before the crafter can get back to work."
									]
								},
								{
									"type": "item",
									"name": "Banned Ingredient",
									"entries": [
										"The crafter realizes that one of the ingredients they need for the items they're crafting is banned or heavily restricted in the local area. If they've already crafted the same item here without a problem before, maybe it's a new ban or they had to refill their stores of a tricky ingredient\u2014or you can just reroll this event and save it for when they build something new. To deal with the banned ingredient, the crafter might have to engage in shady dealings on the black market, lobby for the ingredient's ban to be lifted (especially if the ban is suspicious or prevents the general public from crafting an important item like healing potions), travel abroad where the restriction doesn't exist, or try to devise a substitution."
									]
								},
								{
									"type": "item",
									"name": "Delicate Components",
									"entries": [
										"Whether it's just the nature of one or more components that make up this item, or the crafter just received a fragile batch, the components the crafter is dealing with are incredibly delicate. The crafter might need to use Thievery (or find someone who can) to handle the sensitive components gently, or else find some way to reinforce the ingredient or the equipment in which it is stored for later use."
									]
								},
								{
									"type": "item",
									"name": "Formula Contradiction",
									"entries": [
										"The crafter runs into an issue in their formula book. The formula includes two (or more) contradictory instructions, and as a result, they must pause their work while they try to figure out the contradiction. Which one is correct? Is neither right? Are they both functional and the crafter must refine their understanding of the process? This event might involve research or dangerous experimentation."
									]
								},
								{
									"type": "item",
									"name": "Infestation:",
									"entries": [
										"Some sort of infestation of vermin, spores, or other troublesome contaminants threatens the crafting project and perhaps other portions of the crafter's workshop. On top of protecting their in-process project from being damaged by the infestation, they'll eventually also need to find the infestation's source and put a stop to it. Was it a coincidence, or did someone use mundane or magical means to bring it here on purpose?"
									]
								},
								{
									"type": "item",
									"name": "Instability Within",
									"entries": [
										"The magic or mechanics inside the item have grown increasingly powerful and unstable, and the crafter isn't sure why. The cause could be a simple mistake, an instability in the crafter's own magic, or even just a coincidence. Whatever the case, the crafter must investigate the source of the instability to fix and, potentially, take advantage of it."
									]
								},
								{
									"type": "item",
									"name": "Mutation:",
									"entries": [
										"The item has undergone a mutation and is now on its way to becoming a different item\u2014maybe even an item of a higher level than the crafter can normally craft or that is uncommon, rare, intelligent, or otherwise outside of the crafter's normal ability to create. Be very careful when choosing this as an event; ideally, you as the GM want the mutated item to be something you specifically chose to be interesting, rather than an item at random, since presumably the crafter was choosing to create the best item they could think of. That said, the crafter can either find a way to halt the mutation process or lean into it and see what the item becomes!"
									]
								},
								{
									"type": "item",
									"name": "Name Dependence",
									"entries": [
										"The item's progress is stalled due to the fact that its magic requires it to gain a name\u2014and not just any random nickname that pops into the crafter's head! The crafter must engage in serious contemplation to select a name that suits the item, as it will be attached to it forevermore. Once chosen, if the item accepts the name, the crafting process can continue. The choice of the name might have other implications as well; for instance, if the item has a command activation, it might require shouting the item's name."
									]
								},
								{
									"type": "item",
									"name": "Natural Disaster",
									"entries": [
										"A huge natural disaster is about to hit the workshop. Whether it's a tsunami, a tornado, an earthquake, a volcanic eruption, or something else, it represents a huge danger to the crafting process, and potentially the crafter's life. On the other hand, it could also be an opportunity to harness the power of the natural disaster into the item! Consider allowing the crafter to attempt a Recall Knowledge check to remember some formulas that discuss special benefits for harnessing a disaster and offer them a reward (extra progress on the item, an improved item, or something else) to tempt them into staying in the path of danger."
									]
								},
								{
									"type": "item",
									"name": "Otherworldly Interference",
									"entries": [
										"Be they deities, celestials, fiends, monitors, or other extraplanar entities, Golarion is full of a surprising number of beings from other worlds that attempt to sow mischief, cause mayhem, or offer assistance to its inhabitants. The crafter is one such lucky or unlucky mortal who now has to deal with this otherworldly interference. Even if the otherworldly creature is trying to help, it might not understand mortals well enough to do so effectively. This could possibly create even more trouble than an entity who was trying to sabotage the process, since a crafter can at least root out such a perpetrator and stop them decisively."
									]
								},
								{
									"type": "item",
									"name": "Overwhelming Energy",
									"entries": [
										"There's just too much magical or mechanical energy building up in the item. That could be a good thing, as it could eventually grant the item more power or provide additional progress, but it's also extremely dangerous, as the energy threatens to overload and cause the item to explode, wasting the crafter's initial investment. They'll have to carefully figure out a way to use the energy (or at least discharge it harmlessly) to protect the item."
									]
								},
								{
									"type": "item",
									"name": "Planar Convergence",
									"entries": [
										"Many planes of existence overlap with the Material Plane at certain points. Sometimes, those points drift as the planes move and shift, leading to planar convergences where the veil between two planes draws especially thin. Unfortunately (or perhaps fortunately) for the crafter, one such planar convergence passes over their workshop. If they're crafting a related item, they might be able to take advantage of the convergence, but otherwise, they'll need to insulate the item from the convergence or pack up and move far enough away to avoid it. Leaching out the energy from the convergence might even require them to find a location with a convergence to an opposing plane."
									]
								},
								{
									"type": "item",
									"name": "Resonant Magic",
									"entries": [
										"When multiple sources of magic cluster together, for good or ill, magical resonance builds up between them. The crafting process is interrupted by magical resonances in the workshop between the in-process item and other magic items or spells. The crafter can try to clear out or rearrange the sources of magic that led to the resonance, or they can explore the resonance to try to unlock a new power in the item that only appears when the item is affected by the other items or spells that caused the resonance; in this case, consider using the rules for item sets on page 200 or something similar."
									]
								},
								{
									"type": "item",
									"name": "Spirit Magnet",
									"entries": [
										"The item has become a magnet for minor disembodied beings, either spirits (beings formed of spiritual essence) or vitae (beings formed of nature's life force, sometimes called \"spirits of nature\"). That's not necessarily a bad thing, but it's certainly distracting, as the spirits interfere with the work and might wind up possessing or otherwise merging with the item. The crafter needs to find a way to communicate with the spirits and warn them off or work with them to make the item an even better conductor for spirits. In the worst case this could ruin the item's creation, but in the best case, the spirits could grant the item special powers or intelligence."
									]
								},
								{
									"type": "item",
									"name": "Suspicious Offer",
									"entries": [
										"A questionable figure offers the crafter special ingredients or techniques that supposedly will shave time off the item's crafting process while providing a steep discount on the necessary materials. But something about the offer\u2014no, maybe everything about it\u2014seems too good to be true. The crafter might dismiss or accept the offer outright, but they also might try to determine the truth of the figure's claims, either by understanding their motives or performing a test. Either way, if the crafter decides to use the mysterious figure's offer, you can decide what sorts of effects it might have. Who knows? Maybe it was genuine."
									]
								},
								{
									"type": "item",
									"name": "Technical Challenge",
									"entries": [
										"An unusual interaction during the item's creation provides a significant technical challenge. The crafter will have to pause and determine how to proceed before continuing. There might be several possible approaches to the problem, each with different benefits or drawbacks."
									]
								},
								{
									"type": "item",
									"name": "Unexpected Flaw",
									"entries": [
										"Something within the item isn't functioning properly, and the crafter needs to first figure out what went wrong and why. Were some of the components faulty? Did someone tamper with the item? Did the crafter make a small error that cascaded? Once they can hunt down the flaw and figure out how to prevent it in the future, they need to determine the most expedient way to fix it and bring the item back on track."
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Complex Crafting",
			"source": "TV",
			"page": 158,
			"category": "Optional",
			"subCategory": "Crafting Alternate Rules",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Complex Crafting",
					"source": "TV",
					"page": 158,
					"entries": [
						"The {@action Craft} action as presented in the Core Rulebook works at a simple rate: you can {@action Craft} any item, regardless of the item level, in exactly 4 days, spending additional time for a discount on the item's final cost. While easy to implement at the table, this system focuses on simplicity and leaves some avenues unexplored. For example, items of the highest possible level (your own level) provide you far more value for those 4 days than lower-level items. In addition, the system provides few options for players to attempt to craft an item quickly, even if doing so comes with risk of failure. This complex crafting variant is suitable for groups who view crafting items as a central part of their play experience. For most groups, the simpler crafting system is probably sufficient to complete the occasional item.",
						"This variant adds a choice to the system of crafting, allowing characters to decide how they want to approach a job, taking a slow and methodical approach or rushing the process and risking loss of material or even the creation of a cursed item! This system also incorporates changes in time based on the item's level and whether it's a consumable item or a permanent item.",
						"To begin, you must meet all of the requirements listed in the {@action Craft} action of the {@skill Crafting} skill. At the start of the process, you must determine the setup time based on the type of item and its level compared to yours, then decide on your approach to the job, which is limited by your proficiency. The GM determines the base DC as normal based on the item's level, rarity, and other circumstances.",
						"To determine setup time, check the item's level and whether it's a consumable or permanent item. Compare the item's level to your own and look for the number of days on {@table Days of Setup Time|TV|Table 5\u20131}. This setup time is the base number of days it takes to create the item. If you decide to take the slow and methodical approach, you spend that number of days, and then attempt the Crafting check to determine your success (see Finishing the Item).",
						"You can instead rush the process, taking days off the time needed to setup the item while introducing a greater risk of failure. If you're at least an Expert in {@skill Crafting}, you can reduce the setup time by 1 day by increasing the DC by 5. If you're at least a Master in {@skill Crafting}, you can reduce the setup time by 2 days by increasing the DC by 10. If you're Legendary in {@skill Crafting}, you can reduce the setup time by 3 days by increasing the DC by 15. If you're crafting a consumable, and this reduction would bring the number of days to 0 or less, the crafting time is instead reduced to 4 hours.",
						{
							"type": "data",
							"tag": "table",
							"name": "Days of Setup Time",
							"source": "TV"
						},
						{
							"type": "pf2-h3",
							"name": "Finishing the Item",
							"page": 158,
							"source": "TV",
							"entries": [
								"After the setup time is complete, you must attempt a {@skill Crafting} check to determine the overall success of your creation. If your check is a success, you expend the raw materials and can complete the item immediately by paying the remaining portion of the item's Price in materials. Alternatively, you can spend additional downtime days working on the item.",
								"For each additional day you spend, reduce the value of the materials you need to expend to complete the item. This value reduction is determined using {@table Income Earned||Table 4\u20132: Income Earned}, based on your proficiency rank in {@skill Crafting} and using your own level instead of a task level. After any of these downtime days, you can complete the item by spending the remaining portion of its Price in materials. If the time is interrupted, you can return to finish the item later, continuing where you left off.",
								"You can decide to speed up this process as well. If you are at least an Expert in {@skill Crafting}, you can rush the finishing process, reducing the value of the materials you must expend to complete the item by twice the amount listed in {@table Income Earned||Table 4\u20132: Income Earned} on page 236 of the Core Rulebook. Doing so comes at a risk; at the end of the creation process, once the item is finished, you must attempt a flat check. The DC of this flat check is equal to {@flatDC 10} + the item's level \u2013 your {@skill Crafting} proficiency bonus. If the check is a success or critical success, the item is complete and works perfectly. If the check is a failure, the item is still completed, but it gains a {@variantRule Item Quirks|GMG|quirk}. If the check is a critical failure, the item is ruined or might become a cursed item attached to you (GM's discretion).",
								{
									"type": "pf2-h4",
									"name": "Crafting Items with Adjustments",
									"page": 159,
									"source": "TV",
									"entries": [
										"Adjustments are item modifications that can provide specific special abilities to a particular type of equipment. Instead of crafting adjustments separately from a suit of armor, you can simply craft the armor with the adjustment already in place by adding the price of the adjustment to the total crafting cost of the base armor and calculating the rest of the crafting process as normal."
									]
								},
								{
									"type": "pf2-h4",
									"name": "Skill Feats",
									"page": 159,
									"source": "TV",
									"entries": [
										"When using this variant, consider allowing the following skill feat to enable characters to {@action Craft} exceptionally low-level items even more quickly. This skill feat is listed as rare and is never available to a character except when using this variant. This rapid form of crafting could cause your players to end up with higher treasure values or more items than an adventure expects them to have, so be careful about allowing this feat in campaigns that already provide significant amounts of downtime.",
										{
											"type": "data",
											"tag": "feat",
											"name": "Quick Setup",
											"source": "TV"
										}
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Set Relics",
			"source": "TV",
			"page": 200,
			"category": "Optional",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Set Relics",
					"source": "TV",
					"page": 200,
					"entries": [
						"Some permanent magic items are strongly attuned to one another, forming a relic seed called a set relic or item set. Such items fit a theme, empowering a specific type of character. A set relic grants gifts and benefits based on its items working and growing more powerful in concert.",
						{
							"type": "pf2-h3",
							"name": "Set Relics in The Campaign",
							"entries": [
								"Set relics are more powerful than typical relic seeds, but they also make acquiring treasure more exciting. To balance things, ensure each character has access to a set relic suited to their abilities. Also, consider what it takes for characters to acquire this considerable power. Seeking the items or materials to craft them should lead to specific quests and challenges, or even whole adventures. Strongly consider adjusting treasure (Gamemastery Guide 95) to account for these valuable items."
							]
						},
						{
							"type": "pf2-h3",
							"name": "Starting a Set Relic",
							"entries": [
								"A character starts a set relic when they acquire one item from the set, usually the lowest-level item. (You can allow characters to start the set with a different item.) This starting item has a minor gift and two aspects, as with other relics. The set then works as a single relic regarding its aspects and relic level."
							]
						},
						{
							"type": "pf2-h3",
							"name": "Utilizing a Set Relic",
							"entries": [
								"A user must carry or wear items comprising a set relic to gain their benefits as part of the set. Any item the set relic's wielder fails to wear or carry, as well as any item stowed in an extradimensional space, doesn't count toward the gifts and item-number features the set relic can grant. The character must also invest any item that has the invested trait, or that item doesn't count for the power of the set relic. Consequently, if a user loses an item that's part of the set relic, any benefits that item brought to the set relic disappear until the item is recovered, invested if necessary, and carried or worn again."
							]
						},
						{
							"type": "pf2-h3",
							"name": "Advancing a Set Relic",
							"entries": [
								"Each part of a set relic that a character collects further empowers the relic's gifts and provides additional features.",
								{
									"type": "pf2-options",
									"items": [
										{
											"type": "item",
											"name": "Gifts",
											"entries": [
												"A set relic grants you gifts based on the number of items properly utilized as part of the set relic, as well as a minimum level, which the wielder's level must equal or exceed. This progression matches that detailed on the Gamemastery Guide's {@table Relic Gifts|GMG|Table 2\u201322: Relic Gifts} in terms of number of gifts, minimum level, gift type, and gp equivalent. Each known set relic (see the sets presented below) shows a number before listing a gift. This number corresponds with the number of gifts on {@table Relic Gifts|GMG|Table 2\u201322}, as well as the number of items in the set relic that must be properly utilized to access the indicated gift."
											]
										},
										{
											"type": "item",
											"name": "Collective Features",
											"entries": [
												"A set relic also grants its user features, boosting to the relic's gifts, based on the number of items properly utilized in the relic. Such features are cumulative. Once a character has four items from a set, for instance, that wielder gains the features for having two, three, and four items. Each known set relic lists the number of items and the feature linked with properly utilizing that number of items as part of the set relic."
											]
										},
										{
											"type": "item",
											"name": "Smaller Sets",
											"entries": [
												"For set relics that have fewer than five items, the relic can still permit the wielder to access gifts that are more powerful. One of the items in the set must be of or higher than the minimum level given for the gift on {@table Relic Gifts|GMG|Table 2\u201322} for the relic to grant the gift. Meeting this requirement might involve the wielder improving an existing item to the appropriate level or finding a new item of a suitable level."
											]
										},
										{
											"type": "item",
											"name": "Improving Set Items",
											"entries": [
												"The items in a set relic need not remain static. They can be improved, according to rules for items of their type, with runes and to higher-level versions. If a set relic lists a specific advanced form of an item, you must possess that form of the item and properly utilize it to gain its benefits as part of the set relic."
											]
										}
									]
								}
							]
						},
						{
							"type": "pf2-h3",
							"name": "Known Set Relics",
							"entries": [
								"Several set relics are known to exist. You can adjust them with items tailored to your players' characters or create custom sets, using the benefits described here as a guideline. Set relics in this section use aspects found in this book or the {@i Gamemastery Guide}.",
								{
									"type": "data",
									"tag": "generic",
									"style": "book",
									"data": {
										"name": "Agathion Raiment",
										"traits": [
											"Good",
											"Relic"
										],
										"sections": [
											[
												[
													{
														"name": "Aspects",
														"entry": "beast and celestial"
													}
												]
											],
											[
												[
													"An agathion raiment aids its wearer in finding diplomatic solutions to conflicts when possible, fighting evil directly when it's not, and guiding others along the path to redemption. A red draconal agathion created five agathion raiments and granted them to redeemer champions of great valor millennia ago. Since then, virtuous souls of various skill sets have assembled agathion raiments. This set functions only for good creatures."
												]
											],
											[
												[
													{
														"name": "Set Items",
														"entry": "{@item Flask of fellowship|SoM} (level 2), {@item gold nodule aeon stone} (level 6), {@item messenger's ring} (level 9), {@item celestial armor} (level 13), {@item headband of inspired wisdom} (level 17)"
													}
												]
											],
											[
												[
													{
														"name": "Gifts:",
														"entry": "The set grants the following gifts."
													},
													{
														"type": "list",
														"items": [
															"1: {@relicGift word of faith}",
															"2: {@relicGift feral claws}",
															"3: {@relicGift righteous call}",
															"4: {@relicGift form of fury} (usually canine or cat)",
															"5: {@relicGift angelic vessel}"
														]
													}
												]
											],
											[
												[
													{
														"name": "Collective Features:",
														"entry": "The set grants the following features."
													},
													{
														"type": "list",
														"items": [
															"{@i Two Items:} Word of faith restores {@dice 1d10} Hit Points per relic level and reduces the target's {@condition frightened} value by 2.",
															"{@i Three Items:} The claws you gain from feral claws are {@trait magical} and deal {@damage 1d4} good damage.",
															"{@i Four Items:} You and your allies affected by {@relicGift righteous call} deal {@damage 1d4} additional good damage with successful {@action Strike||Strikes}, rather than none or 1. This {@damage 1d4} stacks with that from your feral claws and damage from the {@item holy} rune effect you gain from {@relicGift righteous call}.",
															"{@i Five Items:} In your form of fury, you have darkvision and gain 20 additional temporary Hit Points, but you have weakness 5 to evil damage. You don't need to change your size to gain the benefits, other than reach, of a higher-level battle form. Also, your unarmed attacks from this form have the {@item holy} weapon property rune."
														]
													}
												]
											]
										]
									}
								},
								{
									"type": "data",
									"tag": "generic",
									"style": "book",
									"data": {
										"name": "Archmage's Regalia",
										"traits": [
											"Relic"
										],
										"sections": [
											[
												[
													{
														"name": "Aspects",
														"entry": "life and mind"
													}
												]
											],
											[
												[
													"Many wizards have enhanced their spellcasting capabilities with an archmage's regalia. Legend tells of such a relic set that belonged to the wizard-king Nex, with powers far beyond that of a typical relic. Although some believe Nex took his regalia with him when he disappeared, several credible reports of items matching their descriptions have surfaced over the years. No one has yet managed to track down all five pieces, and it's possible some have been destroyed or otherwise lost."
												]
											],
											[
												[
													{
														"name": "Set Items",
														"entry": "{@item Hat of the magi} (level 3), {@item endless grimoire|SoM} (level 6), {@item Ring of Wizardry (Type II)||ring of wizardry} (type II, level 10), {@item pale lavender ellipsoid aeon stone} (level 13), {@item robe of the archmagi} (level 15)"
													}
												]
											],
											[
												[
													{
														"name": "Gifts:",
														"entry": "The set grants the following gifts."
													},
													{
														"type": "list",
														"items": [
															"1: {@relicGift repository of knowledge}",
															"2: {@relicGift bestow life}",
															"3: {@relicGift psychic scream}",
															"4: {@relicGift vital siphon}",
															"5: {@relicGift mental bastion}"
														]
													}
												]
											],
											[
												[
													{
														"name": "Collective Features:",
														"entry": "The set grants the following features."
													},
													{
														"type": "list",
														"items": [
															"{@i Two Items:} The {@relicGift repository of knowledge} gift grants you one additional {@skill Lore} skill of the GM's choice. This skill advances as other skills from the gift do.",
															"{@i Three Items:} When you use your {@relicGift bestow life} gift, if the animated object is at least 4 levels lower than you, you can make it a minion with the {@trait minion} trait.",
															"{@i Four Items:} The {@relicGift psychic scream} gift creates a 30-foot-radius burst.",
															"{@i Five Items:} Treat the outcomes of skill checks you roll to {@action Identify Magic}, {@action Learn a Spell}, and {@action Recall Knowledge} as one step better."
														]
													}
												]
											]
										]
									}
								},
								{
									"type": "data",
									"tag": "generic",
									"style": "book",
									"data": {
										"name": "Duelist's Blazon",
										"traits": [
											"Relic"
										],
										"sections": [
											[
												[
													{
														"name": "Aspects",
														"entry": "emotion (pride) and luck"
													}
												]
											],
											[
												[
													"A duelist's blazon set relic was once used by a legendary swordmaster, absorbing their verve, tenacity, and daring. Though each set contains the same items, they all have unique styles, from the elegant, rose-themed decor of the blazon of Taldan swashbuckler Miralla d'Asivran to the spiked sword and attire of Kuthonite maestro duelist Essinte Zaim. Duelists have been known to challenge one another over the set's components."
												]
											],
											[
												[
													{
														"name": "Set Items",
														"entry": "{@runeItem rapier||+1 weapon potency|} (level 2), {@item quick runner's shirt|LOTGB} (level 5), {@item winged boots} (level 10), {@item invisible chain shirt|SoM} (level 13), {@item mercurial mantle|SoM} (level 18)"
													}
												]
											],
											[
												[
													{
														"name": "Gifts:",
														"entry": "The set grants the following gifts."
													},
													{
														"type": "list",
														"items": [
															"1: {@relicGift dominant emotion|TV}",
															"2: {@relicGift whammy|Tv}",
															"3: {@relicGift steal luck|tv}",
															"4: {@relicGift emotion conduit|TV}",
															"5: {@relicGift against all odds|Tv}"
														]
													}
												]
											],
											[
												[
													{
														"name": "Collective Features:",
														"entry": "The set grants the following features."
													},
													{
														"type": "list",
														"items": [
															"{@i Two Items:} You can use {@relicGift dominant emotion|TV} at will. ",
															"{@i Three Items:} You can use {@relicGift whammy} one additional time per day, but a creature affected by it is temporarily immune for 24 hours. ",
															"{@i Four Items:} When you use {@relicGift steal luck} and get a success or critical success, you're {@condition quickened} until the end of your next turn. ",
															"{@i Five Items:} If {@relicGift dominant emotion|TV} or {@relicGift emotion conduit|TV} counteract an effect, the target gains a brief surge of luck in the form of a d20 they can add to another single d20 roll, taking the highest result. Until used, this die remains with the target until their next daily preparations, and the target can't gain another die from this effect until after that time. Using the die is a {@trait fortune} effect."
														]
													}
												]
											]
										]
									}
								},
								{
									"type": "data",
									"tag": "generic",
									"style": "book",
									"data": {
										"name": "Infiltration Garb",
										"traits": [
											"Relic"
										],
										"sections": [
											[
												[
													{
														"name": "Aspects",
														"entry": "death and shadow"
													}
												]
											],
											[
												[
													"Several notable assassins, thieves, and others who work from the shadows have used an infiltration garb over the centuries. The nature of these professions means that such sets are often separated from their audacious users. Due to their association with subterfuge and assassins, sets of infiltration garbs have grim reputations. However, not all wielders use their powers maliciously. Notably, the faithful of Kelinahat, empyreal lord of spies, stealth, and intelligence gathering, view these relics as sacred tools in the fight against evil."
												]
											],
											[
												[
													{
														"name": "Set Items",
														"entry": "{@item Hat of disguise} (level 2), {@item goggles of night} (level 5), {@item greater unmemorable mantle|LOCG} (level 9), {@item greater boots of bounding} (level 14), {@item greater ring of maniacal devices} (level 18)"
													}
												]
											],
											[
												[
													{
														"name": "Gifts:",
														"entry": "The set grants the following gifts."
													},
													{
														"type": "list",
														"items": [
															"1: {@relicGift obscure}",
															"2: {@relicGift death gaze}",
															"3: {@relicGift dark roads}",
															"4: {@relicGift tide of death}",
															"5: {@relicGift grim specter}"
														]
													}
												]
											],
											[
												[
													{
														"name": "Collective Features:",
														"entry": "The set grants the following features."
													},
													{
														"type": "list",
														"items": [
															"{@i Two Items:} The relic set grants you a +1 status bonus to {@skill Stealth} checks you attempt in dim light. ",
															"{@i Three Items:} You can use {@relicGift death gaze} to deal positive damage to undead. ",
															"{@i Four Items:} You can use dark roads to teleport up to 60 feet. ",
															"{@i Five Items:} When you use {@relicGift tide of death}, you can target undead and yourself with positive energy, restoring Hit Points to you (if positive energy heals you) and damaging undead harmed by positive energy."
														]
													}
												]
											]
										]
									}
								},
								{
									"type": "data",
									"tag": "generic",
									"style": "book",
									"data": {
										"name": "Monk's Attire",
										"traits": [
											"Relic"
										],
										"sections": [
											[
												[
													{
														"name": "Aspects",
														"entry": "emotion (dedication) and life"
													}
												]
											],
											[
												[
													"According to tales, some of the first monks to assemble the austere monk's attire were servants of Irori. This deity is a symbol of devotion and self-discovery through one's understanding of body, mind, and soul. Monk's attire resonates with Irori's dedication, focusing on the highest gain from minimal acquisition, eschewing material objects. Legend holds Irori did so, and that some famous monk's attire sets include a scrap of Irori's original possessions. Other monastic orders have similar traditions of minimal personal effects, with an emphasis on spiritual focus, practicality, and self-defense."
												]
											],
											[
												[
													{
														"name": "Set Items",
														"entry": "{@item handwraps of mighty blows (generic)||handwraps of mighty blows} (level 2), {@runeItem explorer's clothing||+1 armor potency|} (level 5) or {@item bracers of armor (type I)||bracers of armor I} (level 8), {@item ki-channeling beads|TV} (level 11) or {@item mask of uncanny breath|TV} (level 11)"
													}
												]
											],
											[
												[
													{
														"name": "Gifts:",
														"entry": "The set grants the following gifts."
													},
													{
														"type": "list",
														"items": [
															"1: {@relicGift overflowing life}",
															"2: {@relicGift dominant emotion|tv}",
															"3: {@relicGift inextinguishable}",
															"3: (one 13th-level or higher item): {@relicGift emotion conduit|tv}",
															"3: (one 17th-level or higher item): {@relicGift quickening emotion|tv}"
														]
													}
												]
											],
											[
												[
													{
														"name": "Collective Features:",
														"entry": "The set grants the following features."
													},
													{
														"type": "list",
														"items": [
															"{@i Two Items:} The item bonus from {@relicGift overflowing life} equals the relic's level.",
															"{@i Three Items:} Any {@trait mental} effect harmful to you triggers {@relicGift dominant emotion|tv}, which can counteract such effects.",
															"{@i Three Items (one 13th-level or higher item):} Treat the outcome of your recovery checks as one step better.",
															"{@i Three Items (one 17th-level or higher item):} If {@relicGift dominant emotion|tv} or {@relicGift emotion conduit|tv} counteract an effect, the target regains {@dice 5d10+5} Hit Points and gains a +2 status bonus to saving throws against mental effects for 10 minutes."
														]
													}
												]
											]
										]
									}
								},
								{
									"type": "data",
									"tag": "generic",
									"style": "book",
									"data": {
										"name": "Pharasma's Command",
										"traits": [
											"Relic"
										],
										"sections": [
											[
												[
													{
														"name": "Aspects",
														"entry": "life and time"
													}
												]
											],
											[
												[
													"Pharasma's devoted followers vow to seek out and destroy undead wherever they can be found, a task made more urgent with the rise of Tar-Baphon. Though the Whispering Tyrant was prevented from taking over Golarion, his forces are still massing. Undead unaffiliated with the lich represent an unacceptable perversion of the cycle of life and death to Pharasmins, and permitting such creatures to exist is anathema to her. To aid her faithful in their sacred duty to send the dead where they belong, Pharasmin priests developed this item set. While using Pharasma's command, you must abide by her edicts and anathema or else the relic ceases to function for you until you atone. This set doesn't function for undead beings."
												]
											],
											[
												[
													{
														"name": "Set Items",
														"entry": "{@item Necklace of knives|LOGM} (level 2), {@item standard holy prayer beads||holy prayer beads} (level 5), {@item wand of overflowing life (generic)|APG|wand of overflowing life} (level 9), {@item cassock of devotion} (level 11) or {@item greater cloister robe|tv} (level 15), {@item major staff of final rest|LOTGB} (level 16)"
													}
												]
											],
											[
												[
													{
														"name": "Gifts:",
														"entry": "The set grants the following gifts."
													},
													{
														"type": "list",
														"items": [
															"1: {@relicGift healing wave}",
															"2: {@relicGift sands of the hourglass|tv}",
															"3: {@relicGift inextinguishable}",
															"4: {@relicGift temporal pulse|tv}",
															"5: {@relicGift life everlasting}"
														]
													}
												]
											],
											[
												[
													{
														"name": "Collective Features:",
														"entry": "The set grants the following features."
													},
													{
														"type": "list",
														"items": [
															"{@i Two Items:} {@relicGift Healing wave} increases to {@dice 1d6} per relic level.",
															"{@i Three Items:} You can use {@relicGift sands of the hourglass|tv} as a 30-foot line; each creature in the line must save against the effect.",
															"{@i Four Items} Treat the outcome of your recovery checks as one step better.",
															"{@i Five Items:} When you use {@relicGift temporal pulse|tv}, each creature you slow takes {@damage 1d4} damage per relic level, and each creature you {@condition quickened||quicken} regains {@dice 1d4} Hit Points per relic level. For living creatures, the damage is negative, but it's positive for undead."
														]
													}
												]
											]
										]
									}
								},
								{
									"type": "data",
									"tag": "generic",
									"style": "book",
									"data": {
										"name": "Seer's Array",
										"traits": [
											"Relic"
										],
										"sections": [
											[
												[
													{
														"name": "Aspects",
														"entry": "mind and time"
													}
												]
											],
											[
												[
													"Diviners through the ages have employed a variety of tools to glimpse the future, but one who assembles five pieces of a seer's array gains strong second sight. Seer's arrays can be found across Golarion, from the caravans of Varisian harrowers to the scale diviners at the court of the Dragon King of Xa Hoi. A diviner who wears the array is bound to be sought after for counsel, and those who consult such farsighted individuals do well to heed any advice given."
												]
											],
											[
												[
													{
														"name": "Set Items",
														"entry": "{@item pendant of the occult} (level 3), {@item staff of divination} (level 6), {@item brooch of inspiration|LOTGB} (level 8), {@item clear quartz crystal ball} (level 14), {@item robe of eyes} (level 17)"
													}
												]
											],
											[
												[
													{
														"name": "Gifts:",
														"entry": "The set grants the following gifts."
													},
													{
														"type": "list",
														"items": [
															"1: {@relicGift recalculate}",
															"2: {@relicGift borrow time|tv}",
															"3: {@relicGift time jump|Tv}",
															"4: {@relicGift precognition|tv}",
															"5: {@relicGift time reversal|Tv}"
														]
													}
												]
											],
											[
												[
													{
														"name": "Collective Features:",
														"entry": "The set grants the following features."
													},
													{
														"type": "list",
														"items": [
															"{@i Two Items:} The circumstance bonus from {@relicGift recalculate} increases by 1.",
															"{@i Three Items:} Creatures become temporarily immune to the relic's {@relicGift borrow time|TV} gift for 1 hour.",
															"{@i Four Items} You can use the relic's {@relicGift time jump|TV} once per hour. For each use after the first in a given day, you must attempt a flat check with a DC of {@flatDC 9} + the number of times you've used the gift that day. If you fail, you can still complete the {@relicGift time jump|TV}, but after that the gift is no longer available until you next complete your daily preparations. You can roll the flat check before using the gift and decide not to do so after seeing the roll. However, any failure applies to the next use of the gift that day, making your next use your last that day.",
															"{@i Five Items:} You can use the relic's {@relicGift precognition|TV} once per hour. Each use after the first requires a flat check like for {@relicGift time jump|TV} at four items, but this flat check affects your use of {@relicGift precognition|TV}."
														]
													}
												]
											]
										]
									}
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Mana Storms",
			"source": "OoA2",
			"page": 70,
			"category": "Adventure",
			"entries": [
				{
					"type": "pf2-h1",
					"name": "Mana Storms",
					"source": "OoA2",
					"page": 70,
					"reference": {
						"index": 0,
						"entry": "the flavour text"
					},
					"entries": [
						"Mana storms have a spell level just like any spell effect. You can roll {@dice 1d10} for this level (on a roll of 10, reroll, keeping a level of 10 only if you roll a second 10), but it's rarely fun or fair to inflict a mana storm on your players that has a much higher level than the highest-level spells their characters can cast. Several elements of a mana storm are determined by its level. If the storm's effect duplicates a spell, that spell's effects resolve as if heightened to the storm's level (if you roll an effect for a spell with a minimum level above the mana storm's level, choose a different result or roll again). The mana storm's level also sets the relevant DC for a saving throw or skill check required by the mana storm. Use the {@table DC Adjustments||hard DC} that corresponds with the storm's spell level on the {@table DCs by Level} table."
					]
				}
			]
		},
		{
			"name": "Deviant Abilities",
			"source": "DA",
			"page": 98,
			"category": "Optional",
			"subCategory": "Player Option",
			"otherSources": {
				"Reprinted": [
					"GW0|8"
				]
			},
			"rarity": "rare",
			"entries": [
				{
					"type": "pf2-h1",
					"name": "Deviant Abilities",
					"source": "DA",
					"page": 98,
					"entries": [
						"Though Golarion contains classically trained spellcasters, descendants of magical creatures, and entire species who can invoke ancestral patrons for supernatural aid, there are always some who gain unique and unstable powers in strange or unorthodox ways. GMs can use the rules here to grant these so-called deviant abilities to their players and incorporate them into their games. A deviant ability can be the result of exposure to exotic energies, a boon from a powerful entity, cutting-edge scientific experimentation, or any other process that makes sense for your story.",
						{
							"type": "pf2-h2",
							"name": "Acquiring a Deviant Ability",
							"source": "DA",
							"page": 98,
							"entries": [
								"There are two main ways to approach deviant abilities in your game: as an intentional and persistent part of a player's character that is intrinsic to them and grows throughout their career, or as a more turbulent and transient power they gain as part of an ongoing campaign, intended to be acquired at a certain point in the story and to eventually burn out or fade away when that chapter of the story is told.",
								{
									"type": "pf2-h3",
									"name": "Background Deviant Abilities",
									"source": "DA",
									"page": 98,
									"entries": [
										"A background deviant ability is a core part of a character's concept\u2014a character may simply have been born with the power to light things on fire by whistling, or they may have gained it as part of whatever incident set them down the road to adventure.",
										"When using background deviant abilities, the player should get to decide what type of deviation they want and build their power. As the player grows, they should be able to improve their deviant ability, whether through special training, seeking out objects of power, or self-improvement, represented as taking additional deviant ability feats.",
										"If everyone in your party wishes to make deviant abilities a part of their character, or for a setting where these abilities are more common, consider using a variant similar to the {@variantrule free archetype|gmg} variant rule to grant each character an extra class feat at 2nd level and every even-numbered level thereafter that they can use only to take deviant feats. In most cases, they can gain every possible deviant ability feat by 16th level in this fashion, so there's no need to grant extra feats after that."
									]
								},
								{
									"type": "pf2-h3",
									"name": "Campaign Deviant Abilities",
									"source": "DA",
									"page": 99,
									"entries": [
										"A campaign deviant ability comes about as part of the story of your campaign. The party may find themselves with strangely expanded senses after taking shelter beneath an ancient monolith, or they might drink from a spring of pure magic in a grove and find themselves able to command the elements. As the GM, you should decide the specifics of the deviant abilities yourself, matching them to the event and themes of your campaign. The players might not discover the full capabilities or quirks of their new abilities immediately. Consider waiting for a dramatic moment to reveal that a player has gained a deviant ability, perhaps letting them unleash an unexpected blast of lightning right when they need it the most.",
										"Because a campaign deviant ability is normally only present for a level or maybe two, you usually don't have to worry about advancing the ability or adjusting campaign rewards to take stock of your PCs' additional powers. Rather, simply keep in mind that the players might have an extra source of damage or utility ability up their sleeve while they are in a given town or dungeon. Be clear with your players that their newly acquired abilities are temporary; for instance, it might be that the powers the players gained from the ancient monolith will fade once their journey takes them too far. If a player enjoys their deviant ability and wants to keep it even after the moment in the campaign has passed, work with them to develop a story that fits their character\u2014maybe they take a piece of the monolith with them, letting them keep their powers. In this case, you can give them the opportunity to retrain some of their existing feats into deviant ability feats or let them take those feats again in the future."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"name": "Building a Deviant Ability",
							"source": "DA",
							"page": 99,
							"entries": [
								"Decide what deviant ability you want to build, and what event led to the deviant ability or awoke it. Each ability comprises a main {@b classification}\u2014grouping energy projection or enhanced physiology together\u2014with an attendant {@b backlash} effect that can occur when the unstable power is pushed too far, and finally, one or more strange {@b quirks} that personalize the deviant ability further.",
								"If building a background deviant ability, take a feat from the classification that best matches the power you want\u2014these ability classifications determine the general theme of your ability, as well as what type of backlash can happen if your ability runs rampant. For instance, if your power is to breathe blasts of electricity, you could take the Storming Breath feat from the dragon classification, which covers energy manipulation. Once you have gained a feat in a given classification, you can take only feats from that classification, as well as universal deviant ability feats. If you are playing with campaign deviant abilities, simply grant your player the abilities that best fit the story, ignoring the split between classifications if needed."
							]
						},
						{
							"type": "pf2-h2",
							"name": "Deviant Classifications",
							"source": "DA",
							"page": 99,
							"entries": [
								"The Dark Archive classifies deviant abilities into broad categories, typically filing them according to their ultimate effects, since the source of the deviations range so widely. If you are advancing your deviant ability, you can do so with the below deviant feats. Feats with the deviant trait are class feats, but can be taken by any class. When you take the feat, it gains the trait appropriate for your class.",
								{
									"type": "pf2-h3",
									"name": "Deviation Saves and Attack Rolls",
									"source": "DA",
									"page": 99,
									"entries": [
										"Many deviations allow for a saving throw or have other abilities that change as you go up in level. The DC for any saving throw called for by a deviation is the higher of your class DC or spell DC. The attack modifier of a deviation is 10 lower than that DC, unless the deviation calls for a {@action Strike}, in which case the attack modifier is the normal attack modifier of the Strike. A deviation's counteract modifier is equal to your counteract modifier."
									]
								},
								{
									"type": "pf2-h3",
									"name": "Backlash",
									"source": "DA",
									"page": 100,
									"entries": [
										"The same blood that lets one of the dragon-descended spit out a gout of flame is precisely what keeps the inside of their mouth from being singed in the furnace. Deviations, unfortunately, lack these safeguards, their powers coming from haphazard circumstance and interactions rather than intentional design. A character using their deviation always risks the chance of backlash.",
										"Whenever you attempt to use a deviation, roll a DC {@flatDC 5} flat check. On a success, you use your deviation and the DC for subsequent checks increases by 5, to a maximum of {@flatDC 20}; on a failure, you use your deviation and then suffer a backlash effect, after which your flat check DC resets to {@flatDC 5}. Backlash progresses from mild, to moderate, to severe. When you have already taken mild backlash in a given day, the next time you would take backlash, you take the moderate backlash instead, and if you have already taken moderate backlash, you take the severe backlash instead, and your deviation can't be used for the rest of the day\u2014attempting to use it simply brings pain. When you make your daily preparations, your flat check DC returns to {@flatDC 5} and your next backlash returns to mild.",
										"Any effects from backlash can't be reduced, prevented, or otherwise bypassed. Conditions and damage you take from backlash can't be reduced or prevented by resistance or immunity, but still triggers any weakness you have to it."
									]
								},
								{
									"type": "pf2-h3",
									"name": "Awakened Powers",
									"source": "DA",
									"page": 100,
									"entries": [
										"A deviant ability's unstable nature means it can grow in power at a later point, responding to a stressful moment or continuing to evolve along a mysterious path. \"Awakening\" lines in deviant feats represent possible paths the power's awakening can take. You don't gain the awakening unless you take a feat that grants you those benefits. You can gain only one awakening for a given deviant feat."
									]
								},
								{
									"type": "pf2-h3",
									"name": "Universal Feats",
									"source": "DA",
									"page": 100,
									"entries": [
										"These feats are useful for any deviant ability user. If you're using the background approach, you can select these feats regardless of your classification.",
										{
											"type": "list",
											"columns": 2,
											"items": [
												"{@feat Awakened Power|DA}",
												"{@feat Greater Awakened Power|DA}"
											]
										}
									]
								},
								{
									"type": "pf2-h3",
									"name": "Dragon",
									"collapsible": true,
									"source": "DA",
									"page": 100,
									"entries": [
										"Deviant abilities often trace their origin to massive concentrations of energy, such as being at ground zero of a detonating magical artifact. These energies can linger within an individual to grant them deviations falling under the dragon classification\u2014gouts of flame, electrical breath, and the like\u2014projecting and absorbing it to great effect.",
										"When you gain a dragon-type deviation, choose a type of damage, from cold, electricity, fire, or sonic. All abilities you gain from this deviation deal this type of damage and add the corresponding trait to the ability. You also use this damage type for the damage and weakness from your backlash.",
										{
											"type": "list",
											"columns": 2,
											"items": [
												"{@feat Blasting Beams|DA}",
												"{@feat Consume Energy|DA}",
												"{@feat Storming Breath|DA}",
												"{@feat Propulsive Leap|DA}"
											]
										},
										{
											"type": "pf2-h4",
											"source": "DA",
											"page": 101,
											"name": "Backlash: Energetic Meltdown",
											"entries": [
												"As you channel energy through your deviant abilities, some of it turns back on you, spiking your body temperature or dancing across your skin.",
												{
													"type": "pf2-options",
													"noColon": true,
													"items": [
														{
															"name": "Mild Backlash",
															"entries": [
																"You take damage equal to your level as energy scours your body."
															]
														},
														{
															"name": "Moderate Backlash",
															"entries": [
																"Energy wracks your body. After taking the damage, you gain weakness to the energy type of your backlash until your next daily preparations. The weakness is equal to one-third of your level. You also lose immunity to the energy type if you had it, until your next daily preparations."
															]
														},
														{
															"name": "Severe Backlash",
															"entries": [
																"Whatever furnace or well within you that provides the energy for your deviation overloads completely, cascading out of you in an uncontrolled burst. You deal 1d6 damage per level to all creatures in a 30-foot emanation with a basic Fortitude save. You automatically take full damage without attempting a save."
															]
														}
													]
												}
											]
										}
									]
								},
								{
									"type": "pf2-h3",
									"name": "Troll",
									"collapsible": true,
									"source": "DA",
									"page": 101,
									"entries": [
										"Especially common when a deviant ability is born of scientific experimentation, the troll classification connotes improved physical abilities. While often thought of as biological mutation, clockwork implants and personal magical enhancements are equally likely mechanisms.",
										{
											"type": "list",
											"columns": 2,
											"items": [
												"{@feat Bone Spikes|DA}",
												"{@feat Titan Swing|DA}",
												"{@feat High-Speed Regeneration|DA}",
												"{@feat Tectonic Stomp|DA}"
											]
										},
										{
											"type": "pf2-h4",
											"source": "DA",
											"page": 102,
											"name": "Backlash: Strained Metabolism",
											"entries": [
												"Your body's overclocked physiology requires larger-thanusual amounts of nourishment, leaving you weakened when it kicks in mid-combat.",
												{
													"type": "pf2-options",
													"noColon": true,
													"items": [
														{
															"name": "Mild Backlash",
															"entries": [
																"Your metabolism immediately burns through your body's energy stores, making you {@condition enfeebled 1} and {@condition clumsy 1} until you take a bite of food (which usually requires 2 {@action Interact} actions: one to retrieve the food and another to consume it)."
															]
														},
														{
															"name": "Moderate Backlash",
															"entries": [
																"Ravenous hunger wracks your body. You are {@condition enfeebled 1}, {@condition clumsy 1}, and {@condition fatigued} until you can eat a full meal, which requires at least 10 minutes."
															]
														},
														{
															"name": "Severe Backlash",
															"entries": [
																"The strain on your body is truly incapacitating. You become {@condition sickened 2} as nausea wracks you, and you are also {@condition enfeebled 1} and {@condition clumsy 1} until you can eat a full meal (which requires you to no longer be {@condition sickened}). You are {@condition fatigued} until you can get a full night's rest."
															]
														}
													]
												}
											]
										}
									]
								},
								{
									"type": "pf2-h3",
									"name": "Wraith",
									"collapsible": true,
									"source": "DA",
									"page": 102,
									"entries": [
										"Wraith-type deviations often result from contact with otherworldly presences or artifacts, comprising a strange assortment of abilities that involve realms beyond our own.",
										{
											"type": "list",
											"columns": 2,
											"items": [
												"{@feat Eerie Flicker|DA}",
												"{@feat Ghostly Grasp|DA}",
												"{@feat Enervating Wail|DA}",
												"{@feat Distant Wandering|DA}"
											]
										},
										{
											"type": "pf2-h4",
											"source": "DA",
											"page": 103,
											"name": "Backlash: Encroaching Presence",
											"entries": [
												"Seeing and touching the beyond leaves you open to its alien influence, warping your perceptions and thoughts.",
												{
													"type": "pf2-options",
													"noColon": true,
													"items": [
														{
															"name": "Mild Backlash",
															"entries": [
																"Something inexplicable touches your mind, leaving you with lingering horror. You become {@condition frightened 3}."
															]
														},
														{
															"name": "Moderate Backlash",
															"entries": [
																"Disorienting visions and figments cover your vision, as if you're seeing through another set of alien senses. For 10 minutes, all creatures become {@condition concealed} to you as they are covered in visual distortions only you can see."
															]
														},
														{
															"name": "Severe Backlash",
															"entries": [
																"Your life force is siphoned away as the presence tugs your soul to wherever it resides. You become {@condition doomed 1} and {@condition drained 2} until your next daily preparations."
															]
														}
													]
												}
											]
										}
									]
								},
								{
									"type": "entriesOtherSource",
									"source": "WoW2",
									"page": 74,
									"entries": [
										{
											"type": "pf2-h3",
											"name": "Blight Soul",
											"collapsible": true,
											"source": "WoW2",
											"page": 74,
											"entries": [
												"Whether through planar exploration or unintended catastrophe, you've come into close contact with Ayrzul's Blight and have been forever changed. As the Blight is a realm of invasive rot, pernicious decay, and deadly radiation, so too are you capable of wielding the powers of decay.",
												{
													"type": "list",
													"columns": 2,
													"items": [
														"{@feat Release Spores|WoW2}",
														"{@feat Rotten Slurry|WoW2}",
														"{@feat Irradiate|WoW2}",
														"{@feat Unleash the Blight|WoW2}"
													]
												},
												{
													"type": "pf2-h4",
													"source": "WoW2",
													"page": 74,
													"name": "Backlash: Fungal Rot",
													"entries": [
														"As you use your powers, radioactive molds and fungi consume your flesh, making you look (and feel) like a rotting, walking corpse.",
														{
															"type": "pf2-options",
															"noColon": true,
															"items": [
																{
																	"name": "Mild Backlash",
																	"entries": [
																		"You take damage equal to your level as your body decays."
																	]
																},
																{
																	"name": "Moderate Backlash",
																	"entries": [
																		"You take damage equal to your level and become {@condition sickened||sickened 2}."
																	]
																},
																{
																	"name": "Severe Backlash",
																	"entries": [
																		"You take damage equal to twice your level and become {@condition sickened||sickened 4}. You can't reduce the value of your {@condition sickened} condition below 1 for 1 hour."
																	]
																}
															]
														}
													]
												}
											]
										}
									]
								},
								{
									"type": "entriesOtherSource",
									"source": "WoW2",
									"page": 75,
									"entries": [
										{
											"type": "pf2-h3",
											"name": "Verdant Core",
											"collapsible": true,
											"source": "WoW2",
											"page": 75,
											"entries": [
												"The Verdant Core deviation represents an abundance of vitality and plant life, likely caused by being implanted with supernatural seeds, contact with the Plane of Wood or the First World, or powerful primal rituals. Regardless of the source, you're a walking garden with grass, flowers, and other small plants sprouting from your flesh. You have powers over plants, wood, and growth.",
												{
													"type": "list",
													"columns": 2,
													"items": [
														"{@feat Sprout Fruit|WoW2}",
														"{@feat Vine Lash|WoW2}",
														"{@feat Defensive Growth|WoW2}",
														"{@feat Disperse into Petals|WoW2}"
													]
												},
												{
													"type": "pf2-h4",
													"source": "WoW2",
													"page": 75,
													"name": "Backlash: Life-Draining",
													"entries": [
														"The flourishing plant life that covers your body is a part of you, but it draws nutrients from your blood, making you weaker the more the flowers grow. As the plants grow, you need to spend more and more time recuperating. Recuperating in the sunshine lowers this duration, as it feeds the flowers, speeding your recovery.",
														{
															"type": "pf2-options",
															"noColon": true,
															"items": [
																{
																	"name": "Mild Backlash",
																	"entries": [
																		"You become {@condition drained||drained 1} as the plants feed off your life force. This condition lasts until you spend 3 consecutive actions to rest and do nothing."
																	]
																},
																{
																	"name": "Moderate Backlash",
																	"entries": [
																		"You become {@condition drained||drained 2} and {@condition fatigued} until you spend 20 minutes recuperating by resting and doing nothing. If you spend this time basking in sunshine, it instead takes 10 minutes."
																	]
																},
																{
																	"name": "Severe Backlash",
																	"entries": [
																		"You become {@condition drained||drained 3} until you spend 2 hours napping. While napping, you're {@condition unconscious} and can't take actions or engage in {@trait exploration} activities, but a creature can wake you with a single action with the {@trait manipulate} trait. If you spend this time napping in natural sunlight, it instead takes 1 hour. You're {@condition fatigued} until you can get a full night's rest."
																	]
																}
															]
														}
													]
												}
											]
										}
									]
								},
								{
									"type": "pf2-h2",
									"name": "Quirks",
									"source": "DA",
									"page": 103,
									"entries": [
										"No two deviant abilities are exactly alike, and even when two characters gain the same ability in the same event, individual factors like age, ancestry, and personality alter how their abilities manifest. Every deviant ability has one or two quirks, determined when the ability is gained. If playing with background deviant abilities, collaborate with your player to decide the quirk, maybe each suggesting one. If playing with campaign deviant abilities, simply pick quirks that fit the story or roll randomly.",
										"You can also use the quirks on {@table Ability Quirks|DA|Table 5} as a guide to invent new ones for your players. These quirks don't normally have any mechanical effect, since their purpose is only to alter minor details of a power to make them stand out, though they may have narrative implications on occasion. If you want to give a quirk a mechanical effect, it should never grant more than a +1 status bonus or \u20131 status penalty, and even then the statistic or check it applies to should be narrow and not in the direct control of the character with the quirk.",
										{
											"type": "data",
											"name": "Ability Quirks",
											"source": "DA",
											"tag": "table"
										}
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Apocryphal Domain Spells",
			"source": "DA",
			"page": 142,
			"subCategory": "Player Option",
			"category": "Optional",
			"entries": [
				{
					"type": "pf2-h1",
					"name": "Apocryphal Domain Spells",
					"source": "DA",
					"page": 142,
					"entries": [
						"The GM might allow a character who comes from a strange sect or worships an underground aspect of a deity to select an apocryphal domain spell in place of the standard initial or advanced spell for that domain. These characters are typically {@class cleric||clerics} with {@feat Domain Initiate} but can include other characters with domain spells, like {@class champion||champions} with {@feat Deity's Domain} or {@class oracle|apg|oracles} with {@feat Domain Acumen|apg}.",
						{
							"type": "table",
							"source": "DA",
							"page": 142,
							"labelRowIdx": [
								0
							],
							"colStyles": [
								"text-left",
								"text-left",
								"text-left"
							],
							"rows": [
								[
									"Domain",
									"Initial Spell",
									"Advanced Spell"
								],
								[
									"Air",
									"\u2014",
									"{@spell Wind whispers|DA}"
								],
								[
									"Ambition",
									"{@spell Hollow heart|DA}",
									"\u2014"
								],
								[
									"Confidence",
									"\u2014",
									"{@spell Shaken confidence|DA}"
								],
								[
									"Darkness",
									"\u2014",
									"{@spell Isolation|DA}"
								],
								[
									"Death",
									"\u2014",
									"{@spell Euphoric renewal|DA}"
								],
								[
									"Fate",
									"{@spell String of fate|DA}",
									"\u2014"
								],
								[
									"Fire",
									"{@spell Cinder gaze|DA}",
									"\u2014"
								],
								[
									"Indulgence",
									"{@spell Frenzied revelry|DA}",
									"\u2014"
								],
								[
									"Knowledge",
									"\u2014",
									"{@spell Wordsmith|DA}"
								],
								[
									"Might",
									"{@spell Victory cry|DA}",
									"\u2014"
								],
								[
									"Secrecy",
									"\u2014",
									"{@spell Weaponize secret|DA}"
								],
								[
									"Travel",
									"\u2014",
									"{@spell Inevitable destination|DA}"
								],
								[
									"Water",
									"\u2014",
									"{@spell Purifying veil|DA}"
								]
							]
						}
					]
				}
			]
		},
		{
			"name": "Aftermath Feats",
			"source": "DA",
			"page": 55,
			"subCategory": "Player Option",
			"rarity": "rare",
			"category": "Optional",
			"entries": [
				{
					"type": "pf2-h1",
					"name": "Aftermath Feats",
					"source": "DA",
					"page": 55,
					"entries": [
						"Aftermath feats, which are always {@trait rare}, represent new powers causes by dangerous encounters with the weird and deadly. The prerequisite of an aftermath feat can be met only at a dramatic moment in your story\u2014slitting the throat of a drowsy drake in a random encounter likely won't awaken any latent abilities, but defeating a mighty dragon at the end of a long, heroic journey just might. A fool who runs around dousing themself in the blood of every dragon they slay is more likely to contract some sort of disease than manifest a new power.",
						"Every aftermath feat is a class feat but can be taken by a character of any class, provided the character has gone through the unlikely ordeal that unlocks it. The feat gains the appropriate trait for the class of the character who selected it. If an appropriate story event occurs that fits the prerequisites of an aftermath feat of your level or lower, the GM might permit you to immediately retrain a class feat into the appropriate aftermath feat. An aftermath feat isn't something you can typically remove once you have one, so you can't retrain it in the normal manner. The GM might determine a specific quest or other procedure you could use to remove the aftermath feat.",
						{
							"type": "list",
							"columns": 3,
							"items": [
								"{@feat Devil's Eye|DA}",
								"{@feat Echo of the Fallen|DA}",
								"{@feat Lingering Chill|DA}",
								"{@feat Elysium's Cadence|DA}",
								"{@feat Jelly Body|DA}",
								"{@feat Gift of the Hoard|DA}",
								"{@feat Siphon Life|DA}",
								"{@feat Petrified Skin|DA}",
								"{@feat Dormant Eruption|DA}",
								"{@feat Sink and Swim|DA}",
								"{@feat Fey Life|DA}",
								"{@feat Walk on the Wind|DA}"
							]
						}
					]
				}
			]
		},
		{
			"name": "Item Quirks",
			"source": "GMG",
			"page": 86,
			"category": "Optional",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Item Quirks",
					"source": "GMG",
					"page": 86,
					"entries": [
						"You can use the table found here to quickly apply a quirk to any item, such as items found as treasure or new items that a PC creates. Rather than rolling, you can instead choose one yourself or invent a new quirk. Item quirks don't normally have any mechanical effect, since their only purpose is to be colorful and further flesh out the world, though you can add one if you so choose. Such effects should never grant more than a +1 item bonus or \u20131 item penalty, and even then the statistic or check it applies to should be narrow. For a quirk that grants an item the ability to speak, you choose the language based on the history of the item, or your best guess of what that history might be. It's typically a language spoken by the item's creator.",
						{
							"type": "data",
							"tag": "table",
							"name": "Quirks",
							"source": "GMG"
						}
					]
				}
			]
		},
		{
			"name": "Gradual Ability Boosts",
			"source": "GMG",
			"page": 182,
			"category": "Variant",
			"subCategory": "Ability Score Variant",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Gradual Ability Boosts",
					"source": "GMG",
					"page": 182,
					"entries": [
						"In this variant, a character gains ability boosts more gradually as they level up, rather than receiving four ability boosts at 5th, 10th, 15th, and 20th levels. Each character gains one ability boost when they reach each of 2nd, 3rd, 4th, and 5th levels. These are collectively a single set of ability boosts, so a character can't boost the same ability score more than once per set; players can put a dot next to each boosted ability score or otherwise mark it to keep track. PCs also receive an ability boost at 7th, 8th, 9th, and 10th level (a second set); at 12th, 13th, 14th, and 15th level (a third set); and at 17th, 18th, 19th, and 20th level (the fourth and final set).",
						"This spreads out the ability boosts, and using them earlier means a character can increase their most important ability modifiers at a lower level. This makes characters slightly more powerful on average, but it makes levels 5, 10, 15, and 20 less important since characters usually choose the least important ability boost of the set at those levels."
					]
				}
			]
		},
		{
			"name": "Rolling Ability Scores",
			"source": "CRB",
			"page": 20,
			"category": "Variant",
			"subCategory": "Ability Score Variant",
			"entries": [
				{
					"type": "pf2-brown-box",
					"page": 20,
					"name": "ALTERNATIVE METHOD: ROLLING ABILITY SCORES",
					"entries": [
						"The standard method of generating ability scores that's described above works great if you want to create a perfectly customized, balanced character. But your GM may decide to add a little randomness to character creation and let the dice decide what kind of character the players are going to play. In that case, you can use this alternative method to generate your ability scores. Be warned\u2014the same randomness that makes this system fun also allows it to sometimes create characters that are significantly more (or less) powerful than the standard ability score system and other Pathfinder rules assume.",
						"If your GM opts for rolling ability scores, follow these alternative steps, ignoring all other instructions and guidelines about applying ability boosts and ability flaws throughout the character generation process.",
						{
							"type": "pf2-title",
							"name": "STEP 1: ROLL AND ASSIGN SCORES"
						},
						"Roll four 6-sided dice ({@dice 4d6dl1|4d6}) and discard the lowest die result. Add the three remaining results together and record the sum. (For example, if you rolled a 2, 4, 5, and 6, you would discard the 2 and your total would be 15.) Repeat this process until you've generated six such values. Decide which value you want for each of your ability scores.",
						{
							"type": "pf2-title",
							"name": "STEP 2: ASSIGN ABILITY BOOSTS AND ABILITY FLAWS"
						},
						"Apply the ability boosts your character gains from their ancestry, but your character gets one fewer free ability boost than normal. If your character's ancestry has any ability flaws, apply those next. Finally, apply one ability boost to one of the ability scores specified in the character's background (you do not get the other free ability boost).",
						"These ability boosts cannot raise a score above 18. If this would happen, you can put the ability boost into another ability score instead, as if it were a free ability boost, or you can put it into an ability score of 17 to reach 18 and lose the excess increase.",
						{
							"type": "pf2-title",
							"name": "STEP 3: RECORD SCORES AND MODIFIERS"
						},
						"Record the final scores and assign the ability modifiers according to {@table ABILITY MODIFIERS||Table 1\u20131}. When your character receives additional ability boosts at higher levels, you assign them as any character would."
					]
				}
			]
		},
		{
			"name": "Alternative Ability Boosts",
			"source": "CRB",
			"page": 26,
			"category": "Optional",
			"subCategory": "Ability Score Option",
			"entries": [
				{
					"type": "pf2-h2",
					"page": 26,
					"name": "Alternative Ability Boosts",
					"entries": [
						"The ability boosts and flaws listed in each ancestry represent general trends or help guide players to create the kinds of characters from that ancestry most likely to pursue the life of an adventurer. However, ancestries aren't a monolith. You always have the option to replace your ancestry's listed ability boosts and ability flaws entirely and instead select two free ability boosts when creating your character."
					]
				}
			]
		},
		{
			"name": "Voluntary Flaws",
			"source": "CRB",
			"page": 26,
			"category": "Optional",
			"subCategory": "Ability Score Option",
			"entries": [
				{
					"type": "pf2-h2",
					"page": 26,
					"name": "Voluntary Flaws",
					"entries": [
						"Sometimes, it's fun to play a character with a major flaw regardless of your ancestry. You can elect to take additional ability flaws when applying the ability boosts and ability flaws from your ancestry. This is purely for roleplaying a highly flawed character, and you should consult with the rest of your group if you plan to do this! You can't apply more than one flaw to any single ability score."
					]
				}
			]
		},
		{
			"name": "Proficiency Without Level",
			"source": "GMG",
			"page": 198,
			"category": "Variant",
			"subCategory": "Proficiency Without Level",
			"entries": [
				{
					"type": "pf2-h1",
					"name": "Proficiency Without Level",
					"source": "GMG",
					"page": 198,
					"entries": [
						{
							"type": "pf2-h1-flavor",
							"entries": [
								"This variant presents a change to the proficiency bonus system, scaling it differently for a style of game that's outside the norm. This is a significant change to the system."
							]
						},
						"The proficiency rank progression in the {@i Core Rulebook} is designed for heroic fantasy games where heroes rise from humble origins to world-shattering strength. For some games, this narrative arc doesn't fit. Such games are about hedging bets in an uncertain and gritty world, in which even the world's best fighter can't guarantee a win against a large group of moderately skilled brigands. In games like these, your group might want to consider removing the character's level from the proficiency bonus.",
						"The initial implementation is fairly straightforward: the proficiency bonus just becomes +2 for trained, +4 for expert, +6 for master, and +8 for legendary. We recommend giving an untrained character a \u20132 proficiency modifier instead of a +0 proficiency bonus.",
						"Additionally, for creatures, hazards, magic items, and so on, reduce each statistic that would include a proficiency bonus by the level of the creature or other rules element. These statistics are typically modifiers and DCs for attacks, ACs, saving throws, Perception, skills, and spells.",
						"Finally, decrease the skill DCs of most tasks to account for the level being removed. You can just subtract the level from the DC tables on page 503 of the {@i Core Rulebook}, or you can reference {@table Simple Skill DCs (No Level)|GMG|Table 4\u201317: Simple Skill DCs (No Level)} for a set of DCs that's easier to remember. The new DCs make it a little harder for high-level characters to succeed than it would be when using the default numbers from the Core Rulebook, in keeping with the theme mentioned earlier. Combat outcomes will tend to flatten out, with critical successes and critical failures being less likely across the game. This is particularly notable in spells, where you're less likely to see the extreme effects of critical failures on saves.",
						{
							"name": "Simple Skill DCs (No Level)",
							"id": "4-17",
							"source": "GMG",
							"page": 198,
							"labelRowIdx": [
								0
							],
							"colStyles": [
								"text-center",
								"text-center"
							],
							"rows": [
								[
									"Proficiency Rank",
									"DC"
								],
								[
									"Untrained",
									"10"
								],
								[
									"Trained",
									"15"
								],
								[
									"Expert",
									"20"
								],
								[
									"Master",
									"25"
								],
								[
									"Legendary",
									"30"
								]
							],
							"type": "table"
						}
					]
				},
				{
					"type": "pf2-h2",
					"name": "Adjusting Encounters",
					"entries": [
						"Telling stories where a large group of low-level monsters can still be a significant threat to a high-level PC (and conversely, a single higher-level monster is not much of a threat to a group of PCs) requires some significant shifts in encounter building, including shifts in the PCs' rewards.",
						"Under the math in the {@i Core Rulebook}, two monsters of a certain level are roughly as challenging as a single monster 2 levels higher. However, with level removed from proficiency, this assumption is no longer true. The XP budget for creatures uses a different scale, as shown in {@table Creature XP (No Level)|GMG|Table 4\u201318: Creature XP (No Level)}. You'll still use the same XP budget for a given threat level as shown on {@table Encounter Budget|CRB|Table 10\u20131: Encounter Budget} (80 XP for a moderate-threat encounter, 120 for a severe-threat encounter, and so on).",
						{
							"name": "Creature XP (No Level)",
							"id": "4-18",
							"source": "GMG",
							"page": 198,
							"labelRowIdx": [
								0
							],
							"colStyles": [
								"text-center",
								"text-center"
							],
							"rows": [
								[
									"Creature's Level",
									"XP"
								],
								[
									"Party level \u2013 7",
									"9"
								],
								[
									"Party level \u2013 6",
									"12"
								],
								[
									"Party level \u2013 5",
									"14"
								],
								[
									"Party level \u2013 4",
									"18"
								],
								[
									"Party level \u2013 3",
									"21"
								],
								[
									"Party level \u2013 2",
									"26"
								],
								[
									"Party level \u2013 1",
									"32"
								],
								[
									"Party level",
									"40"
								],
								[
									"Party level + 1",
									"48"
								],
								[
									"Party level + 2",
									"60"
								],
								[
									"Party level + 3",
									"72"
								],
								[
									"Party level + 4",
									"90"
								],
								[
									"Party level + 5",
									"108"
								],
								[
									"Party level + 6",
									"135"
								],
								[
									"Party level + 7",
									"160"
								]
							],
							"type": "table"
						},
						"While the XP values in {@table Creature XP (No Level)|GMG|Table 4\u201318} work well in most cases, sometimes they might not account for the effects of creatures' special abilities when facing a party of a drastically different level. For instance, a ghost mage could prove too much for 5th-level PCs with its incorporeality, flight, and high-level spells, even though it's outnumbered."
					]
				},
				{
					"type": "pf2-h2",
					"name": "Adjusting Treasure",
					"entries": [
						"Treasure and the cost of items in the Core Rulebook are designed to make it as easy as possible for you to build encounters without worrying about awarding too much or too little treasure based on whether you use creatures who carry items. However, using this variant, the PCs might defeat a creature 5 levels higher than they are, or even more! Too many encounters with higher-level foes can wind up giving the PCs more treasure than you expected, or vice-versa if they're fighting weaker foes that put up more of a fight but still have poor treasure. You can nudge this in the right direction by making periodic adjustments if the PCs' treasure drifts too far from expectations. Making it so they can't easily sell or buy magic items will mean it's harder for them to exploit treasure they gain. To sidestep the treasure economy entirely, you can use the {@variantrule Automatic Bonus Progression|GMG|automatic item bonus progression}."
					]
				}
			]
		},
		{
			"name": "Point Buy",
			"source": "GMG",
			"page": 182,
			"category": "Variant",
			"subCategory": "Ability Score Variant",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Point Buy",
					"source": "GMG",
					"page": 182,
					"entries": [
						"This alternative ability score generation method replaces ability boosts and flaws with a number of Ability Points. Players determine their ability scores by investing Ability Points into each score, as seen in Table 4\u20131: Cost for an Ability Score. These give players more customization in their ability scores and can allow a player to really prioritize their favorite ones, but the system is significantly more complicated to use.",
						{
							"type": "pf2-h3",
							"name": "Step 1: Decrease Starting Scores",
							"source": "GMG",
							"page": 182,
							"entries": [
								"All of a character's ability scores start at 10. If the PC's ancestry has ability flaws, decrease those ability scores to 8. A player can also voluntarily lower any ability score to below 10 to gain more Ability Points to use in Step 2. They gain 1 Ability Point for lowering an ability score to 9, or 2 Ability Points for lowering a score to 8."
							]
						},
						{
							"type": "pf2-h3",
							"name": "Step 2: Spend Points",
							"source": "GMG",
							"page": 182,
							"entries": [
								"Now that each player has set their minimum scores, they'll spend Ability Points to increase their ability scores. Ability Points come in two categories: dedicated and flexible. Dedicated Ability Points can be spent only on specified ability scores, but flexible Ability Points can be used to increase any scores. These Ability Points replace all the ability boosts a character would normally get.",
								"The total number of Ability Points spent determines the character's starting ability score, as shown on Table 4\u20131: Cost for an Ability Score. The maximum score a player can buy at character creation is 18. Raising a score costs 2 points more than the listed value if the score started at an 8 after Step 1, or 1 point more if the score started at a 9. Any Ability Points not spent during character creation are lost.",
								{
									"type": "list",
									"items": [
										"{@b Dedicated Ability Points:} A character gets 2 dedicated Ability Points for each ability score their ancestry gives predetermined ability boosts to. Human characters, or those with another ancestry that grants two free ability boosts, get 2 more flexible Ability Points instead. Each character also gets 2 dedicated Ability Points for one of their background's choices of predetermined ability scores, and 2 dedicated Ability Points for their class's key ability score.",
										"{@b Flexible Ability Points:} Each character gets 15 flexible Ability Points, plus any gained for voluntarily lowering ability scores below 10 in Step 1."
									]
								}
							]
						},
						{
							"name": "Cost for an Ability Score",
							"id": "4-1",
							"source": "GMG",
							"page": 182,
							"labelRowIdx": [
								0
							],
							"colStyles": [
								"text-center",
								"text-center"
							],
							"rows": [
								[
									"Total Ability Points Spent",
									"Ability Score"
								],
								[
									"-2",
									"8"
								],
								[
									"-1",
									"9"
								],
								[
									"0",
									"10"
								],
								[
									"1",
									"11"
								],
								[
									"2",
									"12"
								],
								[
									"3",
									"13"
								],
								[
									"5",
									"14"
								],
								[
									"7",
									"15"
								],
								[
									"10",
									"16"
								],
								[
									"13",
									"17"
								],
								[
									"17",
									"18"
								]
							],
							"type": "table"
						},
						{
							"type": "pf2-h3",
							"name": "Increasing Scores at Higher Levels",
							"source": "GMG",
							"page": 182,
							"entries": [
								"When a character levels up, they gain Ability Points at each level, as shown on {@table Ability Points Gained|GMG|Table 4\u20132: Ability Points Gained}. Unlike the Ability Points from character creation, a player can save these to buy a more expensive increase, and they can increase ability scores to a maximum of 22. When a player is ready to increase one or more ability scores, they spend the number of Ability Points listed on {@table Raising an Ability Score|GMG|Table 4\u20133: Raising an Ability Score} and increase the ability score accordingly. A player can increase a score more than once at a given time, but they must pay for each increase individually, such as going from 14 to 16 by spending 2 points to increase from 14 to 15, and then 3 points to increase from 15 to 16. For most games, it's best to increase scores when leveling up, between game sessions, or during downtime.",
								"Apex items work as described in the Core Rulebook. They can increase an ability score to a maximum of 24."
							]
						},
						{
							"name": "Ability Points Gained",
							"id": "4-2",
							"source": "GMG",
							"page": 183,
							"labelRowIdx": [
								0
							],
							"colStyles": [
								"text-center",
								"text-center"
							],
							"rows": [
								[
									"Level",
									"Ability Points Gained"
								],
								[
									"1",
									"Starting points"
								],
								[
									"2",
									"2"
								],
								[
									"3",
									"2"
								],
								[
									"4",
									"2"
								],
								[
									"5",
									"2"
								],
								[
									"6",
									"3"
								],
								[
									"7",
									"3"
								],
								[
									"8",
									"3"
								],
								[
									"9",
									"3"
								],
								[
									"10",
									"3"
								],
								[
									"11",
									"4"
								],
								[
									"12",
									"4"
								],
								[
									"13",
									"4"
								],
								[
									"14",
									"4"
								],
								[
									"15",
									"4"
								],
								[
									"16",
									"5"
								],
								[
									"17",
									"5"
								],
								[
									"18",
									"5"
								],
								[
									"19",
									"5"
								],
								[
									"20",
									"5"
								]
							],
							"type": "table"
						},
						{
							"name": "Raising an Ability Score",
							"id": "4-3",
							"source": "GMG",
							"page": 183,
							"labelRowIdx": [
								0
							],
							"colStyles": [
								"text-center",
								"text-center"
							],
							"rows": [
								[
									"Current Ability Score",
									"Cost to Raise by 1"
								],
								[
									"8",
									"1"
								],
								[
									"9",
									"1"
								],
								[
									"10",
									"1"
								],
								[
									"11",
									"1"
								],
								[
									"12",
									"1"
								],
								[
									"13",
									"2"
								],
								[
									"14",
									"2"
								],
								[
									"15",
									"3"
								],
								[
									"16",
									"3"
								],
								[
									"17",
									"4"
								],
								[
									"18",
									"5"
								],
								[
									"19",
									"6"
								],
								[
									"20",
									"7"
								],
								[
									"21",
									"8"
								]
							],
							"type": "table"
						},
						{
							"type": "pf2-h3",
							"name": "Example",
							"source": "GMG",
							"page": 183,
							"entries": [
								"Merisiel is an elven rogue with the criminal background. She starts with 10 in all ability scores and reduces her Constitution to 8 for being an elf. She decides to voluntarily lower her Strength and Intelligence to 8 each, gaining 4 flexible Ability Points. She has now set her minimum scores: Str 8, Dex 10, Con 8, Int 8, Wis 10, and Cha 10.",
								"In Step 2, she starts by determining how many points she has to spend. She gains 2 dedicated Ability Points in Intelligence and Dexterity for being an elf, 2 in Dexterity for being a criminal, and 2 more in Dexterity for being a rogue. She also has 19 flexible points to spend: 15 plus 4 for the two ability scores she voluntarily lowered to 8.",
								"Merisiel purchases an 18 in Dexterity, which costs her the 6 dedicated Ability Points plus 11 flexible Ability Points. Spending her 2 dedicated Ability Points in Intelligence brings her to a 10, which she's happy with. She now has 8 flexible Ability Points left. She's worried she'll be too frail with a Constitution score of only 8, so she spends 4 flexible Ability Points to increase it to 12, leaving her with 4 Ability Points left over. Finally, she raises Wisdom and Charisma each to 12 because it's inexpensive but still grants her bonuses; this uses all her Ability Points, leaving her with Str 8, Dex 18, Con 12, Int 10, Wis 12, Cha 12.",
								"When she reaches 2nd level, she gains 2 Ability Points. She decides to save these until 3rd level, when she gains 2 more. She then spends 3 of her 4 Ability Points to raise her Constitution from 12 to 14. She then saves up for more Dexterity, gaining 2 Ability Points each at 4th and 5th levels, then 3 each at 6th and 7th levels. She spends all 11 Ability Points at 7th level to gain a 20 in Dexterity! Unless it helps her to have an odd score (for example, to satisfy a feat prerequisite), it's usually best to wait until she has enough Ability Points that increasing a score will increase her modifier\u2014just in case she changes her mind."
							]
						}
					]
				}
			]
		},
		{
			"name": "Alternative Scores",
			"source": "GMG",
			"page": 183,
			"category": "Variant",
			"subCategory": "Ability Score Variant",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Alternative Scores",
					"source": "GMG",
					"page": 183,
					"entries": [
						"The classic ability scores aren't of equal value in the rules. Dexterity, Constitution, and Wisdom tend to be more important unless a character requires a particular ability score from among the other three for a specific purpose. If you'd prefer ability scores to all be of roughly equivalent value in character building, this variant creates six ability scores that are in much closer balance with each other.",
						"Make the following changes.",
						{
							"type": "list",
							"items": [
								"{@b Strength} does everything that both Strength and Constitution do in the {@i Core Rulebook}, and Constitution is gone. A character uses their Strength for melee weapon and unarmed attack rolls, damage rolls, {@skill Athletics}, Hit Points, Fortitude saves, and so on.",
								"{@b Dexterity} splits into two ability scores. The first, still called Dexterity, represents manual dexterity and applies to ranged weapon and unarmed attack rolls, attack and damage rolls with {@trait finesse} attacks (if better than Strength), and {@skill Thievery} checks. Agility, which represents footwork, applies to Armor Class, Reflex saves, {@skill Acrobatics} checks, and {@skill Stealth} checks.",
								"{@b Charisma} applies to Will saves instead of Wisdom.",
								"{@b Wisdom} is otherwise unchanged.",
								"{@b Intelligence} is unchanged."
							]
						},
						"You'll need a small number of gameplay tweaks. {@item Anklets of alacrity} become an Agility apex item, both the {@item belt of giant strength} and {@item belt of regeneration} become Strength apex items, and so on. The {@class rogue|crb|rogue's thief racket|thief} is obsolete, so you might allow rogues to choose a different racket but still gain {@skill Thievery}. For anything else that references an ability score, such as feats with a Dexterity prerequisite, decide with you group whether Dexterity or Agility makes more sense as the prerequisite. For instance, Agility would make sense for Feather Step since that feat involves footwork. Prewritten NPCs and monsters can just use their Dexterity modifier when their Agility modifier is necessary."
					]
				}
			]
		},
		{
			"name": "Extreme Good and Evil",
			"source": "GMG",
			"page": 184,
			"category": "Variant",
			"subCategory": "Minor Alignment Variant",
			"entries": [
				{
					"type": "pf2-h3",
					"name": "Extreme Good and Evil",
					"source": "GMG",
					"page": 184,
					"entries": [
						"In this variant, some creatures exemplify the concepts of extreme good and evil by their very nature. Only fiends, celestials, and other residents of aligned Outer Sphere planes have an alignment. Remove most alignment restrictions\u2014such as the cleric and champion restrictions\u2014but not ones related to those extraplanar creatures. Replace the removed restrictions with appropriate anathema if necessary."
					]
				}
			]
		},
		{
			"name": "Incremental Alignment",
			"source": "GMG",
			"page": 184,
			"category": "Variant",
			"subCategory": "Minor Alignment Variant",
			"entries": [
				{
					"type": "pf2-h3",
					"name": "Incremental Alignment",
					"source": "GMG",
					"page": 184,
					"entries": [
						"Changing character alignment can be extremely dramatic under the Core Rulebook rules. Sometimes, this comes as a surprise to the player, as they find out they and the GM had differing ideas on how their acts impact alignment. The incremental alignment variant breaks each axis of alignment into seven steps that reflect how close a character is to shifting alignments.",
						"This lets you and the player better understand where the character falls, and it allows a player who wants to play a character living on the edge between alignments to see that represented in the rules. This is not meant to be a highly granular system or one a player can exploit by repeatedly making trivial gestures toward a given alignment. It's meant to indicate the trends of a character's behavior and foreshadow any alignment change that might occur over time. It's typically harder to reach the ends of the scale through minor acts, especially for the evil versus good axis. A character who commits multiple minor acts toward an alignment might shift one step, but it would take a truly reprehensible act to shift them fully to evil all at once\u2014and to recover it could take a long-term atonement and commitment to good.",
						"If a rule depends on a character's alignment, disregard the \"fully\" and \"somewhat\" distinctions. A protection spell keyed against evil works against both somewhat and fully evil characters. However, some spells, like detect alignment, might give more precise information.",
						{
							"name": "Changing Alignment",
							"id": "4-4",
							"source": "GMG",
							"page": 184,
							"labelRowIdx": [
								0,
								2,
								4,
								6
							],
							"colStyles": [
								"text-center",
								"text-center",
								"text-center",
								"text-center",
								"text-center",
								"text-center",
								"text-center"
							],
							"rows": [
								[
									1,
									2,
									3,
									4,
									5,
									6,
									7
								],
								[
									"FULLY LAWFUL",
									"SOMEWHAT LAWFUL",
									"SOMEWHAT NEUTRAL",
									"FULLY NEUTRAL",
									"SOMEWHAT NEUTRAL",
									"SOMEWHAT CHAOTIC",
									"FULLY CHAOTIC"
								],
								[
									1,
									2,
									3,
									4,
									5,
									6,
									7
								],
								[
									"FULLY GOOD",
									"SOMEWHAT GOOD",
									"SOMEWHAT NEUTRAL",
									"FULLY NEUTRAL",
									"SOMEWHAT NEUTRAL",
									"SOMEWHAT EVIL",
									"FULLY EVIL"
								]
							],
							"type": "table"
						}
					]
				}
			]
		},
		{
			"name": "No Alignment",
			"source": "GMG",
			"page": 184,
			"category": "Variant",
			"subCategory": "Major Alignment Variant",
			"entries": [
				{
					"type": "pf2-h3",
					"name": "No Alignment",
					"source": "GMG",
					"page": 184,
					"entries": [
						"The simplest variant is to not use the alignment system at all. To many players, this feels like the variant closest to real-world morality. Creatures, NPCs, and players have complex and many-layered beliefs and motivations, just like humans in the real world. Not using the alignment system simultaneously embraces complexity and variance in what is seen as moral behavior. For example, worshippers of a powerful sun god might feel that spreading their deity's light is virtuous behavior. Some might go so far as to say this means they should conquer their neighbors in order to achieve this. Another example might be a large and powerful government placing safety and security as its foremost concern, drawing the conclusion that it's acceptable to sacrifice some individual liberties in favor of increasing the safety of its citizens."
					]
				},
				{
					"type": "pf2-h3",
					"name": "Rules Adjustments",
					"page": 185,
					"source": "GMG",
					"entries": [
						"Alignment restrictions no longer exist in either major variant. You can replace them with edicts and anathema, if necessary, and make the following other adjustments.",
						{
							"type": "pf2-h3",
							"name": "Aligned Damage",
							"page": 185,
							"source": "GMG",
							"entries": [
								"If you're using the no alignment variant, remove or replace aligned damage (chaotic, evil, good, and lawful damage), which requires significant adjustments for creatures like angels and devils that were built with a weakness to aligned damage. One option is to replace them one-for-one with new damage types like \"radiant\" and \"shadow\" that don't have any moral assumptions. Another option is to simply change the damage type needed for creature weaknesses to some other damage type on a case-by-case basis. A third option is to remove the weaknesses, reduce the monsters' maximum Hit Points, and call it good. No matter what you do with creatures, you'll also have to replace abilities like the champion's that deal aligned damage in a similar way, or remove those abilities.",
								"If you're using the moral intentions variant, you can replace chaotic, evil, good, and lawful damage with a single type of damage called aligned damage, which harms those with intentions directly opposed to those held by the character, as determined by you as GM."
							]
						},
						{
							"type": "pf2-h3",
							"name": "Detection",
							"page": 185,
							"source": "GMG",
							"entries": [
								"Alignment-detecting effects don't exist. In the moral intentions variant, you might replace such an ability with one that detects whether a creature is following its own intentions, or to detect others with similar intentions to the creature using the ability."
							]
						},
						{
							"type": "pf2-h3",
							"name": "Traits",
							"page": 185,
							"source": "GMG",
							"entries": [
								"Alignment traits don't exist, and anything that has those traits loses them. Effects that require the traits to function, like {@spell protection}, don't exist."
							]
						}
					]
				}
			]
		},
		{
			"name": "Moral Intentions",
			"source": "GMG",
			"page": 185,
			"category": "Variant",
			"subCategory": "Major Alignment Variant",
			"entries": [
				{
					"type": "pf2-h3",
					"name": "Moral Intentions",
					"source": "GMG",
					"page": 185,
					"entries": [
						{
							"type": "pf2-sidebar",
							"name": "Example Moral Intentions",
							"entries": [
								{
									"type": "list",
									"items": [
										"I will never let my companions down.",
										"I will avenge my family.",
										"I will protect the natural world.",
										"I will achieve great wealth.",
										"I will spread the word of my deity.",
										"I will help others in need.",
										"I will spread the rule of the rightful government."
									]
								}
							]
						},
						"In this variant, every character, NPC, and monster selects one or more closely held beliefs, intentions, or loyalties. Simple statements about a character's intentions, like the examples listed in the sidebar, flesh out characters and enliven roleplaying scenes. This system requires some back-and-forth between the GM and the other players, and more thought on the part of everyone at the table.",
						"Typically, specifying three intentions or loyalties works well to define a character. These personal intentions cover broad spectra of behavior and in large part define the subjective definition of good for that individual. Intentions could be as abstract as acting with honor or as concrete as devotion to the character's mother. A person following their core beliefs or intentions feels like they are acting in a good manner, and they are likely to view actions against or restrictions to these beliefs as evil. For example, a character who believes strongly in the law would see allowing a crime to go unpunished as evil.",
						"A specific individual will likely have different levels of commitment for each of their intentions. Determine a relative order of commitment by considering what the character would do if these intentions came into conflict."
					]
				},
				{
					"type": "pf2-h3",
					"name": "Rules Adjustments",
					"page": 185,
					"source": "GMG",
					"entries": [
						"Alignment restrictions no longer exist in either major variant. You can replace them with edicts and anathema, if necessary, and make the following other adjustments.",
						{
							"type": "pf2-h3",
							"name": "Aligned Damage",
							"page": 185,
							"source": "GMG",
							"entries": [
								"If you're using the no alignment variant, remove or replace aligned damage (chaotic, evil, good, and lawful damage), which requires significant adjustments for creatures like angels and devils that were built with a weakness to aligned damage. One option is to replace them one-for-one with new damage types like \"radiant\" and \"shadow\" that don't have any moral assumptions. Another option is to simply change the damage type needed for creature weaknesses to some other damage type on a case-by-case basis. A third option is to remove the weaknesses, reduce the monsters' maximum Hit Points, and call it good. No matter what you do with creatures, you'll also have to replace abilities like the champion's that deal aligned damage in a similar way, or remove those abilities.",
								"If you're using the moral intentions variant, you can replace chaotic, evil, good, and lawful damage with a single type of damage called aligned damage, which harms those with intentions directly opposed to those held by the character, as determined by you as GM."
							]
						},
						{
							"type": "pf2-h3",
							"name": "Detection",
							"page": 185,
							"source": "GMG",
							"entries": [
								"Alignment-detecting effects don't exist. In the moral intentions variant, you might replace such an ability with one that detects whether a creature is following its own intentions, or to detect others with similar intentions to the creature using the ability."
							]
						},
						{
							"type": "pf2-h3",
							"name": "Traits",
							"page": 185,
							"source": "GMG",
							"entries": [
								"Alignment traits don't exist, and anything that has those traits loses them. Effects that require the traits to function, like {@spell protection}, don't exist."
							]
						}
					]
				}
			]
		},
		{
			"name": "Deep Backgrounds",
			"source": "GMG",
			"page": 186,
			"category": "Optional",
			"subCategory": "Deep Backgrounds",
			"entries": [
				{
					"type": "pf2-h1",
					"name": "Deep Backgrounds",
					"source": "GMG",
					"page": 186,
					"entries": [
						{
							"type": "pf2-h1-flavor",
							"entries": [
								"The decision of a character background is not necessarily a complicated one; the player simply selects from the available background options to reflect their character's life before adventuring. While this is a good method for determining a character's backstory, some players might want more insight into their character's early life or family."
							]
						},
						{
							"type": "pf2-h2",
							"name": "Using Deep Backgrounds",
							"entries": [
								"This variant replaces Step 4 of Character Creation (Core Rulebook page 25). The player rolls on the tables in this section to determine their character's family background, homeland, major childhood event, influential associate, relationships, and drawbacks. Each element of the player's background adds options to the final list of ability boosts, skills, feats, and other options that their background can grant. The player writes these options down as they build their character's background. At the end of the process, they select the following from among the options written down.",
								{
									"type": "list",
									"items": [
										"Two ability boosts, each to a different ability score.",
										"Training in a {@skill Lore} skill.",
										"One skill feat (or possibly another feat or piece of equipment). If the player chooses a skill feat, they become trained in its prerequisite skill, or one of its possible prerequisite skills if it has multiple (such as {@feat Quick Identification}). If the random results include a feat that isn't a skill feat and the player selects that feat, they don't gain training in a skill. If they choose a piece of equipment instead of a skill feat, the entry indicates what skill training, if any, they receive."
									]
								},
								{
									"type": "pf2-h3",
									"name": "Rerolling and Selecting",
									"entries": [
										"At your discretion, the players don't have to be bound by any results from the following tables. Depending on how your group wants to use deep backgrounds, players can reroll any result they don't like, or even select a specific option from a table that fits their emerging vision of their character. However, if you allow players to reroll or directly select options (and potentially even if you don't), you might want to exclude options that grant feats other than skill feats; these options are unusual enough that they might put too much pressure on players to select only these options. Note that the following tables reflect the Core Rulebook and the Age of Lost Omens setting\u2014if your game takes place in a different setting, feel free to adjust the tables or allow players to select the options that best fit your setting."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"name": "Generating Deep Backgrounds",
							"entries": [
								"As a player, follow the steps below to generate your character's deep background.",
								{
									"type": "pf2-h3",
									"name": "Step 1: Family Background",
									"entries": [
										"The word family means something different to everyone. You might have a biological family, adopted family, stepfamily, or any other kind and combination you choose; family bonds come in all types. To determine the number of family members you grew up with as an active part of your life, roll {@dice d100|1d%||onTable} on the following table. Use the medium family for most ancestries, small if you're a {@ancestry human|crb|half-elf|half-elf|crb} or {@ancestry human|crb|half-orc|half-orc|crb}, and large if you're a {@ancestry goblin} or {@ancestry halfling}. For ancestries other than those in the {@i Core Rulebook}, use the column that best suits the ancestry. It's up to you whether these family members are parents, siblings, grandparents, or other close relatives.",
										{
											"name": "Family Size",
											"id": "4-5",
											"source": "GMG",
											"page": 187,
											"colStyles": [
												"text-left",
												"text-center",
												"text-center",
												"text-center"
											],
											"rows": [
												[
													"{@dice d100|d%}",
													"Small Family",
													"Medium Family",
													"Large Family"
												],
												[
													"1-4",
													"0",
													"0",
													"0"
												],
												[
													"5-8",
													"0",
													"0",
													"1"
												],
												[
													"9-20",
													"0",
													"0",
													"2"
												],
												[
													"21-34",
													"0",
													"1",
													"3"
												],
												[
													"35-39",
													"1",
													"2",
													"3"
												],
												[
													"40-50",
													"1",
													"2",
													"4"
												],
												[
													"51-60",
													"2",
													"3",
													"4"
												],
												[
													"61-65",
													"2",
													"3",
													"5"
												],
												[
													"66-69",
													"2",
													"4",
													"5"
												],
												[
													"70-78",
													"3",
													"4",
													"5"
												],
												[
													"79-80",
													"4",
													"4",
													"6"
												],
												[
													"81-87",
													"4",
													"5",
													"6"
												],
												[
													"88-90",
													"5",
													"5",
													"6"
												],
												[
													"91-93",
													"5",
													"6",
													"7"
												],
												[
													"94-95",
													"6",
													"6",
													"7"
												],
												[
													"96-97",
													"6",
													"7",
													"7"
												],
												[
													"98-99",
													"7",
													"7",
													"8+"
												],
												[
													"100",
													"8+",
													"8+",
													"8+"
												]
											],
											"type": "table",
											"rollable": true
										},
										{
											"type": "list",
											"items": [
												"If you grew up with no family, you had to learn to survive on your own. Add a Strength ability boost and a Constitution ability boost to your options.",
												"If you grew up with one or two family members, your closeness to them made you highly aware of their feelings, and you. Add an Intelligence ability boost and a Wisdom ability boost to your options.",
												"If you grew up with three or more family members, you had to mediate family conflicts and negotiate a crowded home. Add a Charisma ability boost and a Dexterity ability boost to your options."
											]
										}
									]
								},
								{
									"type": "pf2-h3",
									"name": "Step 2: Homeland",
									"entries": [
										"Where you grew up is highly formative. Roll on the following table to determine the nature of your homeland. If your character is a {@ancestry dwarf}, {@dice 1d20-3|subtract 3||onTable}; if an {@ancestry elf}, {@dice 1d20+2|add 2||onTable}; if a {@ancestry goblin}, {@dice 1d20-4|subtract 4||onTable}. For ancestries other than those in the {@i Core Rulebook}, apply a modifier that best suits the ancestry, if needed. Work with your GM to flesh your homeland out in further detail. With any of these options, you add a {@skill Lore} skill based on your homeland's terrain to your background options, such as {@skill Lore||Forest Lore} for a wooded frontier or {@skill Lore||Absalom Lore} if you grew up in that city.",
										{
											"name": "Homeland",
											"id": "4-6",
											"source": "GMG",
											"page": 187,
											"colSizes": [
												1,
												5
											],
											"rows": [
												[
													"{@dice 1d20 + #$prompt_number:title=Enter a Number!,default=0$#}",
													"Result"
												],
												[
													"1 or less",
													"{@b Underground} You grew up in a partly or wholly underground region, such as a human mining town, a goblin warren, or a dwarf-held cavern. Add {@skill Lore||Engineering Lore}, {@skill Lore||Labor Lore}, and {@skill Lore||Mining Lore} to your background options."
												],
												[
													"2-3",
													"{@b Frontier} You grew up at the edge of a settled region. This might have been isolated hills if you are a dwarf, a ranch or farm if you are a human, or another similar frontier. Add {@skill Lore||Farming Lore}, {@skill Lore||Fishing Lore}, {@skill Lore||Hunting Lore}, {@skill Lore||Scouting Lore}, and {@skill Lore} pertaining to a type of creature that threatened your homeland regularly (such as {@skill Lore||Giant Lore}) to your background options."
												],
												[
													"4-5",
													"{@b Trade Town} People frequently passed through your homeland. You might have been raised near a major thoroughfare or crossroads, or in a small trade town. Add {@skill Lore||Accounting Lore}, {@skill Lore||Guild Lore}, {@skill Lore||Mercantile Lore}, {@skill Lore||Stabling Lore}, and {@skill Lore} of a common ancestry (such as {@skill Lore||Dwarf Lore}) to your background options."
												],
												[
													"6-7",
													"{@b Simple Village} You were raised in a sleepy village such as a bucolic gnome hamlet, a close-knit human town, or an established goblin fort. Add {@skill Lore||Herbalism Lore}, {@skill Lore||Midwifery Lore}, {@skill Lore||Milling Lore}, {@skill Lore||Tanning Lore}, and {@skill Lore} of a type of food, drink, or product the village was known for producing (such as {@skill Lore||Alcohol Lore} or {@skill Lore||Wagon Lore}) to your background options."
												],
												[
													"8-9",
													"{@b Cosmopolitan City} You were raised in a community where no single ancestry predominated. This might have created tensions, but the community might also have pulled together from diverse foundations. Add {@skill Lore||Art Lore}, {@skill Lore||Guild Lore}, {@skill Lore||Legal Lore}, and {@skill Lore||Underworld Lore} to your background options."
												],
												[
													"10-11",
													"{@b Metropolis} You grew up in one of the largest cities in the world, such as Absalom or Westcrown. Add {@skill Lore||Architecture Lore}, {@skill Lore||Gladiatorial Lore}, {@skill Lore||Guild Lore}, {@skill Lore||Legal Lore}, and {@skill Lore||Theater Lore} to your background options."
												],
												[
													"12",
													"{@b Front Lines} You grew up in a homeland torn by war. Even if you didn't personally participate, it was never far away. Add {@skill Lore||Heraldry Lore}, {@skill Lore||Scouting Lore}, and {@skill Lore||Warfare Lore} to your background options."
												],
												[
													"13-14",
													"{@b Itinerant} You never had a single place to call home. You might have been part of a nomadic caravan, a traveling group of entertainers, or a smuggling ring. Add {@skill Lore||Circus Lore}, Fortune-{@skill Lore||Telling Lore}, {@skill Lore||Games Lore}, {@skill Lore||Labor Lore}, and {@skill Lore||Underworld Lore} to your background options."
												],
												[
													"15",
													"{@b Another Ancestry's Settlement} Randomly determine another common ancestry; you grew up surrounded by that ancestry. Reroll on this table (with a modifier for the new ancestry, if applicable) to determine the type of community in which you grew up (for example, if your gnome grew up among dwarves and rolls a 3, they grew up underground). Add the {@feat Adopted Ancestry} feat and the {@skill Lore} skill related to your adopted ancestry (such as {@skill Lore||Dwarf Lore}) to your background options. If you select this feat instead of a skill feat, you aren't trained in a background skill."
												],
												[
													"16",
													"{@b Coastal Community} You grew up along a wide river, in a wetland, beside an ocean, or on an island. Add {@skill Lore||Fishing Lore}, {@skill Lore||Sailing Lore}, and {@skill Lore} of a specific type of sea creature (such as {@skill Lore||Shark Lore}) to your background options."
												],
												[
													"17-18",
													"{@b Religious Community} You were raised in a community of religious scholars, such as the town around an abbey, a remote elven forest shrine, or a dwarven temple-city. Add {@skill Lore||Art Lore}, {@skill Lore||Scribing Lore}, Lore about a deity that was the focus or enemy of your community (such as {@skill Lore||Pharasma Lore}), and {@skill Lore} about a plane (other than the {@place Material Plane}) where that deity resides to your background options."
												],
												[
													"19+",
													"{@b Academic Community} You were raised in or near a university, academy, or other center of learning. Add {@skill Lore||Academia Lore}, {@skill Lore||Genealogy Lore}, {@skill Lore||Library Lore}, and {@skill Lore||Scribing Lore} to your background options."
												]
											],
											"type": "table",
											"rollable": true
										}
									]
								},
								{
									"type": "pf2-h3",
									"name": "Step 3: Major Childhood Event",
									"entries": [
										"During your childhood, you were influenced by a significant event that helped shape the person you became. Roll on the table below to determine the type of event that shaped you.",
										{
											"name": "Major Childhood Event",
											"id": "4-7",
											"source": "GMG",
											"page": 188,
											"colSizes": [
												1,
												5
											],
											"rows": [
												[
													"{@dice 1d20}",
													"Result"
												],
												[
													1,
													"{@b Abandoned in a Distant Land} Due to some mischance (such as wandering off while on a trip or being press-ganged onto a seagoing ship), you had to survive in a distant land for a while. Add the {@feat Multilingual} skill feat to your background options."
												],
												[
													2,
													"{@b Academy Trained} You attended an academy where you studied a number of topics and skills. Whether you were a studious pupil or a dropout, the academy was your home for a good portion of your formative years. Add the {@feat Additional Lore} skill feat to your background options. If you select {@feat Additional Lore} as your skill feat, instead of becoming trained in {@skill Lore}, you become trained in your choice of {@skill Arcana}, {@skill Occultism}, or {@skill Society}."
												],
												[
													3,
													"{@b Attained a Magical Gift} When you were a child, you found, stole, or were given a magic item that gave you an extraordinary ability. Add the {@feat Arcane Sense} skill feat to your background options."
												],
												[
													4,
													"{@b Betrayed} A friend or family member whom you trusted more than anyone else betrayed you. Add the {@feat Lie to Me} skill feat to your background options."
												],
												[
													5,
													"{@b Bullied} In your early life, you were often picked on. The callousness of bullies sharpened your resolve to stand up for yourself and others. Add the {@feat Intimidating Glare} skill feat to your background options."
												],
												[
													6,
													"{@b Captured by Giants} You were captured by marauding giants and fought your way free. Add the {@feat Titan Wrestler} skill feat to your background options."
												],
												[
													7,
													"{@b Claimed an Inheritance} You were bequeathed great wealth or property at an early age. You retained some of it; add a piece of common adventuring gear worth 15 gp or less to your background options. If you select it instead of a skill feat, you are trained in {@skill Society}."
												],
												[
													8,
													"{@b Died} You died or came so close that you walked the boundary between life and death. Add the {@feat Diehard} feat to your background options. If you select it instead of a skill feat, you aren't trained in a background skill."
												],
												[
													9,
													"{@b Fell In with a Bad Crowd} In your youth, you ran with a criminal element: a gang, thieves' guild, or similar organization. Add the {@feat Experienced Smuggler} skill feat to your background options."
												],
												[
													10,
													"{@b Had an Ordinary Childhood} Your childhood was fairly ordinary, with no major catastrophe\u2014a stark contrast to most adventurers. Add the {@feat Assurance} skill feat for a skill of your choice to your background options."
												],
												[
													11,
													"{@b Had Your First Kill} You've had blood on your hands since your youth, when you first took the life of another. You still have the weapon you used for the deed; add a common weapon worth 15 gp or less to your background options. If you select this option instead of a skill feat, you are trained in {@skill Athletics}."
												],
												[
													12,
													"{@b Kidnapped} You were kidnapped at some point in your childhood and had to escape, perhaps by pirates, slavers, a cult, or someone else. Add the {@feat Quick Squeeze} skill feat to your background options."
												],
												[
													13,
													"{@b Lost in the Wilderness} Whether lured to the wilderness by a malevolent force or simply lost, you had to survive on your own for a while. Add the {@feat Survey Wildlife} skill feat to your background options."
												],
												[
													14,
													"{@b Met a Fantastic Creature} When you were a child, you made contact with a magical creature, such as a dragon, unicorn, genie, pixie, or similar creature. Add the {@feat Recognize Spell} skill feat to your background options."
												],
												[
													15,
													"{@b Raided} A horde of raiders attacked your settlement and killed and wounded several of your people. This could have been a band of highway robbers or a conquering army. You have a relic from those times; add an armor or shield worth 15 gp or less to your background options. If you select this option instead of a skill feat, you are trained in {@skill Medicine}."
												],
												[
													16,
													"{@b Robbed} Your family's possessions were stolen, and you vowed to catch the next burglar in the act. Add the {@feat Snare Crafting} skill feat to your background options."
												],
												[
													17,
													"{@b Survived a Disaster} You witnessed and survived a major disaster in your childhood years\u2014such as a great fire, flood, earthquake, volcano, or storm\u2014by relying on what was at hand. Add the {@feat Quick Repair} skill feat to your background options."
												],
												[
													18,
													"{@b Trained by a Mentor} A mentor or patron took an interest in your development and volunteered to train or sponsor you. Add the {@feat Experienced Professional} skill feat to your background options."
												],
												[
													19,
													"{@b Witnessed War} You grew up against the backdrop of a major military conflict that affected much of your childhood world. Add the {@feat Battle Medicine} skill feat to your background options."
												],
												[
													20,
													"{@b Won a Competition} You distinguished yourself at an early age when you won a competition. This might have been a martial contest of arms, a showing of apprentice magicians, high-stakes gambling, or something more mundane, like an eating contest. Add the {@feat Fascinating Performance} skill feat to your background options."
												]
											],
											"type": "table",
											"rollable": true
										}
									]
								},
								{
									"type": "pf2-h3",
									"name": "Step 4: Influencial Associate",
									"entries": [
										"You may have had several people who played key roles in developing their skills and personality, but one likely stands out as the most influential. Use one of the results below as a template to develop an NPC in deeper detail. Work with your GM to determine the current fate of this NPC and whether you can still call upon the NPC for aid.",
										{
											"name": "Influencial Associate",
											"id": "4-8",
											"source": "GMG",
											"page": 189,
											"colSizes": [
												1,
												5
											],
											"rows": [
												[
													"{@dice 1d20}",
													"Result"
												],
												[
													1,
													"{@b The Academic }One of your associates had a thirst for knowledge that could never be satisfied with simple answers. Through this association, you developed a keen appreciation for numbers, geometry, logic, hard study, and problem-solving. Add an Intelligence ability boost to your background options."
												],
												[
													2,
													"{@b The Boss} You once gained employment under a powerful individual with far-reaching influence. When the boss spoke up, everyone listened. This could have been a military commander, village leader, guild head, or gang boss. From the boss, you learned how to make people listen and keep them in line. Add a Charisma ability boost to your background options."
												],
												[
													3,
													"{@b The Champion} You were close to someone who excelled at athletic endeavors and tests of strength or skill. Through your friendship or rivalry, you developed a competitive spirit that continues to drive you in everything you do. Add a Strength ability boost to your background options."
												],
												[
													4,
													"{@b The Confidante} You could tell this person anything. They know your deepest secrets and vulnerabilities just as you know theirs, and thinking critically about another's perspective became second nature to you. Add an Intelligence ability boost to your background options."
												],
												[
													5,
													"{@b The Crafter} One of your major influences cherished perfection through art. From this person, you developed a disciplined mind, a solitary focus, and the ability to create something useful and beautiful. Add an Intelligence ability boost to your background options."
												],
												[
													6,
													"{@b The Criminal} One of your associates committed crimes regularly. They regaled you with many stories of daring robberies and break-ins\u2014perhaps even murders. You learned what you know of the criminal element from this friend. Add a Dexterity ability boost to your background options."
												],
												[
													7,
													"{@b The Dead One} One of your greatest influences was a sapient undead creature, such as a ghost, lich, graveknight, or vampire. Through this strange relationship, you learned of its mortal life, giving you perspective on your own life. Add a Constitution ability boost to your background options."
												],
												[
													8,
													"{@b The Fiend} You dealt with, or were possessed by, a fiend who lent you power at a time of great need. Some part of it remains inside you, influencing you toward destructive ends. Add a Strength ability boost to your background options."
												],
												[
													9,
													"{@b The Fool} One of your close associates mocked propriety and custom, engaging in wild and somewhat random actions from time to time. After a while, you learned there was simple wisdom to this foolery\u2014a careless worldview that taught you to cast off concern. Add a Wisdom ability boost to your background options."
												],
												[
													10,
													"{@b The Hunter} This person was a lone wolf who cautiously allowed you to become a member of their solitary pack. They taught you how to remain quick and thrive on your own in spite of natural dangers. Add a Dexterity ability boost to your background options."
												],
												[
													11,
													"{@b The Liege Lord} You became close with someone you were bound to serve, be it an employer, minor lord or lady, or even a king or queen. Though this person held power over you, they held you closer than a subject or servant. As a result, you're used to dealing with and being close to power. Add a Charisma ability boost to your background options."
												],
												[
													12,
													"{@b The Lover} You had a romantic connection in your past, and this person deeply influenced your personality. Perhaps this was a first love, a casual partner you grew close to, or the one who got away. The experience bolstered your confidence in romantic interactions, even though your thoughts still stray toward that special someone from long ago. Add a Charisma ability boost to your background options."
												],
												[
													13,
													"{@b The Mentor} You had a mentor who taught you everything worth knowing about life. This could have been the person who taught you your heroic abilities, or simply a kindred spirit who helped form your worldview. Add a Constitution ability boost to your background options."
												],
												[
													14,
													"{@b The Mercenary} With this person, there was always a cost. No deed came without a trade for something of equal or greater value. You respected their cynical but fair dealings, and they influenced your philosophy. Add a Strength ability boost to your background options."
												],
												[
													15,
													"{@b The Mystic} You were especially close to a holy person in your community who fundamentally changed your life, opening your eyes to the incredible powers that exist beyond the natural world. Regardless of whether you now follow a faith, certain religious artifacts, rituals, and texts played a large part in making you the person you are. Add a Wisdom ability boost to your background options."
												],
												[
													16,
													"{@b The Pariah} You met a disgraced exile and found in their words something that spoke to you. What once seemed true in your religion, society, or family began to appear false, and you quickly learned not to trust everyone you meet. Add a Wisdom ability boost to your background options."
												],
												[
													17,
													"{@b The Relative} You were especially close to a specific relative growing up. To you, this person was the meaning of family. They helped shepherd you into adulthood, teaching you everything you know about the world. You resolutely strive to keep a promise, vow, or oath that you made to them. Add a Constitution ability boost to your background options."
												],
												[
													18,
													"{@b The Seer} You were close to a person who claimed to see the future\u2014perhaps an oracle, seer, prophet, or merely some festival charlatan. The seer's influence either made you into an optimist with a drive to fulfill that future or a fatalist resigned to accept it. Add a Wisdom ability boost to your background options."
												],
												[
													19,
													"{@b The Wanderer} You knew someone who traveled from place to place with the changing of the wind, such as a minstrel, merchant, outcast, mercenary, or sailor. This person brought you wondrous mementos and inspired a wanderlust within you. Add a Dexterity ability boost to your background options."
												],
												[
													20,
													"{@b The Well-Connected Friend} In your circle of associates, there was someone everyone knew. This person had contacts in every social circle. Through this connection, you continue to meet and associate with a wide variety of people in every walk of life. Add a Charisma ability boost to your background options."
												]
											],
											"type": "table",
											"rollable": true
										}
									]
								},
								{
									"type": "pf2-h3",
									"name": "Step 5: Relationships",
									"entries": [
										"This aspect of background generation determines the relationships you have with the other PCs and why your character might choose to adventure with them. This step is best performed when the entire group is sitting together and can generate and discuss these connections with each other. You should select another character and roll on the first table to generate an inspiring connection, then determine a different character and roll on the second table to generate a challenging connection. You might choose these characters randomly, or the group might decide that each character has an inspiring connection with the character of the player sitting to the left and a challenging connection with the character of the player sitting to the right.",
										"Other players can reject a relationship connection they don't feel fits with their vision of their own character; in this case, pick another character or a different relationship. Even though you and the other characters share a connection, only you add the skill feats from the relationships you roll to your background options.",
										{
											"name": "Inspiring Relationship",
											"id": "4-9",
											"source": "GMG",
											"page": 190,
											"colSizes": [
												1,
												5
											],
											"rows": [
												[
													"{@dice 1d12}",
													"Result"
												],
												[
													1,
													"{@b Animal Helpers} When you and this character were younger, you worked together to nurse sick animals back to health. Add the Train Animal skill feat to your background options."
												],
												[
													2,
													"{@b Comrade-in-Arms} You and this character were once comrades in military service, and you trained yourself and this character to improve your physical fitness. Add the {@feat Assurance} skill feat for {@skill Athletics} to your background options."
												],
												[
													3,
													"{@b Desperate Intimidation} You had to frighten off pirates or slavers looking to capture you and this character. Add the {@feat Group Coercion} skill feat to your background options."
												],
												[
													4,
													"{@b Homelessness} At a time when you were both living on the streets, you taught this character valuable pointers to survive. Add the {@feat Streetwise} skill feat to your background options."
												],
												[
													5,
													"{@b Kindly Witch} This character connected you to a kindly but reclusive person who was living at the edge of civilization but had expansive knowledge to share. Add the {@feat Natural Medicine} skill feat to your background options."
												],
												[
													6,
													"{@b Liberators} You and this character worked together to free some captives\u2014including one of your friends or relatives\u2014from a gang of slavers. Add the {@feat Lengthy Diversion} skill feat to your background options."
												],
												[
													7,
													"{@b Magician} This character supported your brief dalliance with stage magic, which you took up as a precursor to learning actual magic or simply to keep your fingers nimble. Add the {@feat Subtle Theft} skill feat to your background options."
												],
												[
													8,
													"{@b Missing Child} When a young relative disappeared in a busy market, this character helped you question merchants and shoppers and find the child before they came to any harm. Add the {@feat Hobnobber} skill feat to your background options."
												],
												[
													9,
													"{@b Patron of the Arts} This character encouraged you to excel at a type of performance you loved, even going so far as to support you in lean times. Add the {@feat Virtuosic Performer} skill feat to your background options."
												],
												[
													10,
													"{@b Religious Students} You and this character shared some religious training in the past, even if you didn't stick with it, and you admired their piety. Add the {@feat Student of the Canon} skill feat to your background options."
												],
												[
													11,
													"{@b Timely Cure} When a family member of yours was dying and there didn't seem to be much hope, this character brought a simple but effective alchemical cure. You are determined to pay this favor forward. Add the {@feat Alchemical Crafting} skill feat to your background options."
												],
												[
													12,
													"{@b Wasteland Survivors} You and this character were lost in a dangerous wasteland together and depended upon each other for survival; you're still not certain that either of you would have survived the ordeal without the other's aid. Add the {@feat Forager} skill feat to your background options."
												]
											],
											"type": "table",
											"rollable": true
										},
										{
											"name": "Challenging Relationship",
											"id": "4-10",
											"source": "GMG",
											"page": 190,
											"colSizes": [
												1,
												5
											],
											"rows": [
												[
													"{@dice 1d12}",
													"Result"
												],
												[
													1,
													"{@b Accidental Fall} This character once inadvertently shoved you off a ledge or balcony. You're mostly certain it was a mistake, but the fall was terrifying, and you've resolved to never be caught unaware like that again. Add the {@feat Cat Fall} skill feat to your background options."
												],
												[
													2,
													"{@b Accusation of Theft} You were once secretly certain that this character stole a cherished valuable from you. You were determined to steal it back, until you learned that this character wasn't in fact to blame and you'd only misplaced the item. Add the {@feat Pickpocket} skill feat to your background options."
												],
												[
													3,
													"{@b Called Before Judges} Information provided by this character\u2014either intentionally or inadvertently given\u2014required you to justify yourself in front of a group of bureaucrats or magistrates. Add the {@feat Group Impression} skill feat to your background options."
												],
												[
													4,
													"{@b Matter of Might} You have long considered this character your rival in a question of strength. You are determined to prove yourself to be mightier, perhaps by intelligent application of force if you aren't physically imposing. Add the {@feat Hefty Hauler} skill feat to your background options."
												],
												[
													5,
													"{@b Mercantile Expertise} To encourage an employer to hire you instead of this character, you worked hard to demonstrate your keen mercantile sense. It didn't work; the employer hired this character anyway. Add the {@feat Bargain Hunter} skill feat to your background options."
												],
												[
													6,
													"{@b Privileged Position} You once sought the favor of a powerful spellcaster as a mentor, but this character was plainly the mentor's favorite, no matter how hard you tried. Add the {@feat Quick Identification} skill feat to your background options."
												],
												[
													7,
													"{@b Relationship Ender} You once warned off an admirer seeking this character's affections. You still maintain that the match would have been a poor one and that you did this character a favor. Add the {@feat Quick Coercion} skill feat to your background options."
												],
												[
													8,
													"{@b Rival Trackers} You and this character worked for a time as rival hunters, whether tracking animals or escaped criminals. Add the {@feat Experienced Tracker} skill feat to your background options."
												],
												[
													9,
													"{@b Seeking Accolades} You never seemed to capture the attention of the crowds at the tavern as easily as this character did, so you worked hard to practice your showmanship. Add the {@feat Impressive Performance} skill feat to your background options."
												],
												[
													10,
													"{@b Slander} You and this character were rivals for the same person's affections, and you stooped to spreading vicious lies before the whole situation fell apart. Add the {@feat Charming Liar} skill feat to your background options."
												],
												[
													11,
													"{@b Social Maneuvering} You have always wanted to prove yourself better than this character in a fancy social situation but have yet to decisively do so. Add the {@feat Courtly Graces} skill feat to your background options"
												],
												[
													12,
													"{@b Spy} You spied upon this character in the past, either at the behest of someone else or because of your own suspicions. Add the {@feat Read Lips} skill feat to your background options."
												]
											],
											"type": "table",
											"rollable": true
										}
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Level 0 Characters",
			"source": "GMG",
			"page": 195,
			"category": "Optional",
			"subCategory": "Level 0 Characters",
			"entries": [
				{
					"type": "pf2-h1",
					"name": "Level 0 Characters",
					"source": "GMG",
					"page": 195,
					"entries": [
						{
							"type": "pf2-h1-flavor",
							"entries": [
								"Before they were heroes, every PC came from somewhere, whether they worked on a farm like Valeros or picked pockets on the streets like Seelah. Sometimes, it can be a lot of fun to play a prequel game years before the PCs' first adventure as heroes, or you may have an idea for a low-powered adventure that calls for commoners and apprentices. The rules below provide ways to easily build and use level 0 PCs in your games."
							]
						},
						{
							"type": "pf2-h2",
							"name": "Building Characters",
							"entries": [
								"Building a level 0 character is similar to building a 1st-level character, but you stop after choosing your ancestry and background. A level 0 character still gets the four free ability boosts from Step 6 of the normal character creation process, but not the class ability boost.",
								{
									"type": "pf2-h3",
									"name": "Initial Proficiencies",
									"entries": [
										"A level 0 character is trained in {@skill Perception}, all saving throws, unarmed attacks, unarmored defense, and one simple weapon of their choice. Additionally, they are trained in a number of skills equal to 2 + their Intelligence modifier. The proficiency bonus for a level 0 character works the same way as normal, but since the level is 0, the total proficiency bonus for being trained is +2."
									]
								},
								{
									"type": "pf2-h3",
									"name": "Hit Points",
									"entries": [
										"A level 0 character adds their Constitution modifier to their ancestry Hit Points to determine their starting Hit Points."
									]
								},
								{
									"type": "pf2-h3",
									"name": "Starting Money",
									"entries": [
										"A level 0 character starts with 5 gp (50 sp) to spend on equipment."
									]
								},
								{
									"type": "pf2-h3",
									"name": "Apprentice Option",
									"entries": [
										"If the story you want to tell is about characters who have started training to become a particular class, you can grant them a small number of additional abilities. An apprentice character is trained in the skill or skills specified for their chosen class (such as {@skill Occultism} and {@skill Performance} for a {@class bard}) in addition to the skills they gain through their initial proficiencies. They also gain benefits based on the class.",
										{
											"type": "pf2-h4",
											"name": "Alchemist",
											"entries": [
												"An apprentice {@class alchemist} gains the {@classFeature advanced alchemy|Alchemist|CRB|1} ability of the {@classFeature alchemy|Alchemist|CRB|1} class feature. Their advanced alchemy level is 1, and they have one batch of infused reagents each day. They can make only infused alchemical items."
											]
										},
										{
											"type": "pf2-h4",
											"name": "Monk",
											"entries": [
												"An apprentice {@class monk} gains the {@classFeature powerful fist|Monk|CRB|1} class feature."
											]
										},
										{
											"type": "pf2-h4",
											"name": "Other Martial Class",
											"entries": [
												"An apprentice of another martial class ({@class barbarian}, {@class champion}, {@class fighter}, {@class ranger}, or {@class rogue}) is trained in light armor, all simple weapons, and one martial weapon listed in the class's initial proficiencies. If a martial class not listed here lacks light armor or martial weapon training (as the {@class monk} does), give it a different ability as well."
											]
										},
										{
											"type": "pf2-h4",
											"name": "Spellcaster",
											"entries": [
												"An apprentice spellcaster is trained in the appropriate magic tradition and gains two cantrips from their class. A prepared caster can't change these cantrips each day."
											]
										}
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"name": "Gameplay",
							"entries": [
								"Combat can be especially dangerous for level 0 characters. For safety's sake, you might treat the characters as level \u20131 when determining what combat encounters are appropriate. For skill checks, they can still accomplish tasks with a simple trained DC using their trained skills, but success is less certain. Since they have fewer skills, the party might not have anyone trained for a given task.",
								"If you're playing these characters for more than a few sessions, consider advancing them to 1st level using the fast advancement speed (800 XP). If your group wants a longer experience at level 0, start the group without the apprentice benefits, then level up to apprentice (gaining those benefits and the apprentice adjustments for their class), and then level up to 1st level.",
								{
									"type": "pf2-h3",
									"name": "Treasure",
									"entries": [
										"As the characters start with 5 gp, their adventures up to 1st level should account for the rest of a 1st-level character's starting money. That means you'll distribute treasure worth 10 gp × the number of PCs, a large percentage of which should be in currency."
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Dual-Class PCs",
			"source": "GMG",
			"page": 192,
			"category": "Variant",
			"subCategory": "Feats and Features",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Dual-Class PCs",
					"source": "GMG",
					"page": 192,
					"entries": [
						"Sometimes, especially when you have a particularly small play group or want to play incredibly versatile characters, you might want to allow dual-class characters that have the full benefits of two different classes.",
						{
							"type": "pf2-h3",
							"name": "Building a Dual-Class Character",
							"entries": [
								"When building a dual-class character, the primary changes to the character creation process are fairly straightforward. Choose and implement your character's ancestry and background as normal. Then, when you get to the step of choosing a class, select two classes and add everything from each class except Hit Points and starting skills: initial proficiencies, class features, class feats, extra skill feats and skill increases for rogues, and so on. As always, use the highest proficiency granted for a given statistic. For instance, if one class gave you expert proficiency in Will saves and the other gave you master proficiency in Will saves, you would be a master in Will saves.",
								"Use only the higher Hit Points per level from the two classes. For starting skills, apply the skills automatically granted by each class, and then apply the larger number of additional skills. For instance, a {@class cleric} of {@deity Shelyn}/{@class ranger} would gain Hit Points equal to 10 + their Constitution modifier per level, start with the trained proficiency rank in {@skill Nature} and {@skill Survival} from {@class ranger} and {@skill Religion} and either {@skill Crafting} or {@skill Performance} from {@class cleric}, and then gain a number of additional skills of their choice equal to 4 + their Intelligence modifier, since the ranger provides the trained proficiency rank in more additional skills than the cleric does (this example doesn't include any skills they gained from their background or other sources). This character would also have the {@classFeature deity|Cleric||1}, {@classFeature divine spellcasting|Cleric||1}, {@classFeature divine font|Cleric||1}, and {@classFeature doctrine|Cleric||1} class features from {@class cleric} plus the {@classFeature Hunt Prey|Ranger||1}, {@classFeature hunter's edge|Ranger||1}, and {@classFeature ranger feats|Ranger||1||ranger feat} class features from {@class ranger}.",
								{
									"type": "pf2-h4",
									"name": "Spells",
									"entries": [
										"Dual-class spellcasters get full access to all the spells of any spellcasting classes they have. For instance, a {@class sorcerer}/{@class wizard} gets five cantrips in their spell repertoire from {@class sorcerer}, five prepared cantrips from {@class wizard}, three spontaneous 1st-level spell slots from the sorcerer (with three 1st-level spells in their repertoire), and three 1st-level prepared spell slots from wizard (or four, for a specialist). They keep these spells entirely separate and get the full benefits of both spellcasting class features, even if both classes use the same tradition.",
										"Classes with focus pools get all the Focus Points granted by all of them. These share one focus pool as normal, with the standard cap of 3 maximum Focus Points."
									]
								},
								{
									"type": "pf2-h4",
									"name": "Character Advancement",
									"entries": [
										"A dual-class character gains the class feats and class features for both classes at each level as they advance, with the exception of ability boosts, general feats, skill feats, and skill increases\u2014the character gets each of these benefits only once per level, since both classes would provide the same benefit. (A dual-class rogue/ranger still gets the extra skill feat and skill increase at levels where the other class doesn't provide them.)",
										"If a character gains the same proficiency rank in a statistic more than once, they still use only the highest rank. In the example above, when the {@class cleric} gets {@classFeature Alertness|Cleric||5} at 5th level, they wouldn't change their {@skill Perception} rank, since it was already expert due to the {@class ranger|crb|ranger's} {@classFeature initial proficiencies|Ranger||1}."
									]
								}
							]
						},
						{
							"type": "pf2-h3",
							"name": "Playing with Dual-Class Characters",
							"entries": [
								"Playing a dual-class character certainly gives a character more options, and adding additional spellcasting classes can result in a significantly wider variety of powerful spell effects available to each character. Nonetheless, this sort of dual-classing is more likely to increase the party's longevity than it is to drastically adjust the level of opponents a dual-class character should be fighting. The increases to saving throw proficiencies and Hit Points make characters somewhat sturdier and able to take on slightly higher challenges, but not every fight should be harder, nor should encounters exceed extreme-threat difficulty.",
								"Dual-classing in two similar martial classes to double up on their advantages can result in characters who, instead of increasing their flexibility, become drastically more powerful in one focus. For instance, a fighter/ranger with the flurry hunter's edge gains access to incredibly accurate press actions, and a barbarian/fighter has the barbarian's high damage plus the fighter's high accuracy. One way around this is to simply disallow combinations that double down on a narrow ability, and instead encourage dual-class characters that open up narrative options and increase the character's flexibility. The other solution is to raise the challenge from the opposition, treating the party as if the characters were a level higher. However, this is a choice that affects the whole group, even if only one character is built to mow down foes.",
								"Due to the increased number of class feats a dual-class character has, you should limit how much of a benefit a character gets from feats that scale based on the number of feats you have, such as Resiliency feats from multiclass archetypes. Typically, the limit should be half the number of total class feats the character has."
							]
						}
					]
				}
			]
		},
		{
			"name": "Free Archetype",
			"source": "GMG",
			"page": 194,
			"category": "Variant",
			"subCategory": "Feats and Features",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Free Archetype",
					"source": "GMG",
					"page": 194,
					"entries": [
						"Sometimes the story of your game calls for a group where everyone is a pirate or an apprentice at a magic school. The free archetype variant introduces a shared aspect to every character without taking away any of that character's existing choices. It can also provide a lighter version of dual-class characters by giving everyone a free multiclass archetype.",
						{
							"type": "pf2-h3",
							"name": "Building a Character",
							"entries": [
								"The only difference between a normal character and a free-archetype character is that the character receives an extra class feat at 2nd level and every even level thereafter that they can use only for archetype feats. Depending on the needs of the group and the theme of the game, you might restrict the free feats to those of a single archetype each character in the group has (for a shared backstory), those of archetypes fitting a certain theme (such as only ones from magical archetypes in a game set in a magic school), or entirely unrestricted if you just want a higher-powered game.",
								"If the group all has the same archetype or draws from a limited list, you might want to ignore the free archetype's normal restriction of selecting a certain number of feats before taking a new archetype. That way a character can still pursue another archetype that also fits their character."
							]
						},
						{
							"type": "pf2-h3",
							"name": "Playing with Free Archetypes",
							"entries": [
								"Free-archetype characters are a bit more versatile and powerful than normal, but usually not so much that they unbalance your game. However, due to the characters' increased access to archetype feats, you should place a limit on the number of feats that scale based on a character's number of archetype feats (mainly multiclass Resiliency feats). Allowing a character to benefit from a number of these feats equal to half their level is appropriate, as this is the maximum number of feats you could use to take archetype feats without this variant."
							]
						}
					]
				}
			]
		},
		{
			"name": "Ancestry Paragon",
			"source": "GMG",
			"page": 194,
			"category": "Variant",
			"subCategory": "Feats and Features",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Ancestry Paragon",
					"source": "GMG",
					"page": 194,
					"entries": [
						"Most characters have some elements that connect them to their ancestry but identify more strongly with their class or unique personality. Sometimes, though, a character is the embodiment of their ancestry to the point that it's of equal importance to their class. For a game where an ancestral background is a major theme and such characters are the norm, your group might consider using the ancestry paragon variant.",
						{
							"type": "pf2-h3",
							"name": "Building an Ancestry Paragon Character",
							"entries": [
								"When creating an ancestry paragon character, instead of starting with one ancestry feat and gaining another at 5th, 9th, 13th, and 17th levels, the character starts with two ancestry feats and gains another at every odd level thereafter (3rd, 5th, 7th, 9th, and so on) for a total of 11 ancestry feats."
							]
						},
						{
							"type": "pf2-h3",
							"name": "Playing with Ancestry Paragon Characters",
							"entries": [
								"Ancestry paragon characters have a bit more versatility and power than other characters, though their extra abilities are usually limited to themes the ancestry already was suited for. It's unlikely to affect the game balance of combat encounters, but it might make exploration and social challenges easier for the heroes."
							]
						}
					]
				}
			]
		},
		{
			"name": "Simplified Ancestries",
			"source": "GMG",
			"page": 194,
			"category": "Variant",
			"subCategory": "Feats and Features",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Simplified Ancestries",
					"source": "GMG",
					"page": 194,
					"entries": [
						"The variants presented so far have mostly been aimed at groups looking to increase their nuance in exchange for greater character complexity. However, sometimes players are looking for something a little simpler instead, or want to increase the complexity in one area and decrease it elsewhere, keeping a rough balance. In games where a character's ancestry is only incidental and each PC is more defined by their class and individual characteristics, simplified ancestries allows your group to pick an ancestry and go.",
						{
							"type": "pf2-h3",
							"name": "Building a Simplified Ancestry Character",
							"entries": [
								"When choosing an ancestry for a simplified ancestry character, you gain the ancestry's normal abilities at 1st level, choose a heritage, and gain the appropriate lore feat ({@skill Lore||Dwarven Lore} for dwarves, for example) as your ancestry feat. Simplified ancestry characters never gain ancestry feats beyond that first lore feat. If you want to keep the power level of your game consistent, you can replace the ancestry feats gained at higher levels with general feats."
							]
						}
					]
				}
			]
		},
		{
			"name": "Simplified Skill Feats",
			"source": "GMG",
			"page": 194,
			"category": "Variant",
			"subCategory": "Feats and Features",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Simplified Skill Feats",
					"source": "GMG",
					"page": 194,
					"entries": [
						"The standard system gives feats specifically to spend on skills to let PCs gain fun, skill-based options without feeling like they had to sacrifice a feat that could have improved their class's core specialties. In some games, especially those focused on combat with little exploration, downtime, or social interaction, the PCs might have more skill feats than they need. The simplified skill feats variant allows you to reduce this aspect of decision-making.",
						{
							"type": "pf2-h3",
							"name": "Building a Simplified Skill Feat Character",
							"entries": [
								"Simplified skill feat characters don't receive any skill feats, even from their backgrounds. They still gain general feats and can use those to select skill feats if they want a crucial ability. You may want to allow rogues to gain skill feats, but at the normal advancement most characters have, instead of their usual double advancement."
							]
						},
						{
							"type": "pf2-h3",
							"name": "Playing with Simplified Skill Feat Characters",
							"entries": [
								"While you probably won't need to adjust combat challenges at all for simplified skill feat characters, skillbased challenges\u2014especially social challenges\u2014will be tougher, especially at higher levels where it's expected characters will have more efficient skill-based abilities due to skill feats. If you prefer more baseline difficulty, you could adjust the expectations down slightly."
							]
						}
					]
				}
			]
		},
		{
			"name": "Automatic Bonus Progression",
			"source": "GMG",
			"page": 196,
			"category": "Variant",
			"subCategory": "Magic Item Variants",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Automatic Bonus Progression",
					"source": "GMG",
					"page": 196,
					"entries": [
						"This variant removes the item bonus to rolls and DCs usually provided by magic items (with the exception of armor's item bonus) and replaces it with a new kind of bonus\u2014potency\u2014to reflect a character's innate ability instead. In this variant, magic items, if they exist at all, can provide unique special abilities rather than numerical increases.",
						{
							"type": "pf2-h3",
							"name": "Special Class Features",
							"entries": [
								"Every character automatically gains the class features on {@table Automatic Bonus Progression|GMG|Table 4\u201311: Automatic Bonus Progression}.",
								{
									"name": "Automatic Bonus Progression",
									"id": "4-11",
									"source": "GMG",
									"page": 196,
									"labelRowIdx": [
										0
									],
									"colStyles": [
										"text-left",
										"text-left"
									],
									"rows": [
										[
											"Level",
											"Benefits"
										],
										[
											1,
											"\u2013"
										],
										[
											2,
											"Attack potency +1"
										],
										[
											3,
											"Skill potency (one at +1)"
										],
										[
											4,
											"Devastating attacks (two dice)"
										],
										[
											5,
											"Defense potency +1"
										],
										[
											6,
											"Skill potency (two at +1 each)"
										],
										[
											7,
											"Perception potency +1"
										],
										[
											8,
											"Saving throw potency +1"
										],
										[
											9,
											"Skill potency (one at +2, one at +1)"
										],
										[
											10,
											"Attack potency +2"
										],
										[
											11,
											"Defense potency +2"
										],
										[
											12,
											"Devastating attacks (three dice)"
										],
										[
											13,
											"Perception potency +2; skill potency (two at +2, one at +1)"
										],
										[
											14,
											"Saving throw potency +2"
										],
										[
											15,
											"Skill potency (three at +2 each, one at +1)"
										],
										[
											16,
											"Attack potency +3"
										],
										[
											17,
											"Ability apex; skill potency (one at +3, two at +2 each, two at +1 each)"
										],
										[
											18,
											"Defense potency +3"
										],
										[
											19,
											"Devastating attacks (four dice), Perception potency +3"
										],
										[
											20,
											"Saving throw potency +3; skill potency (two at +3 each, two at +2 each, two at +1 each)"
										]
									],
									"type": "table"
								},
								{
									"type": "pf2-h4",
									"name": "Attack Potency",
									"level": 2,
									"entries": [
										"Starting at 2nd level, you gain a +1 potency bonus to attack rolls with all weapons and unarmed attacks. This increases to +2 at 10th level, and +3 at 16th level."
									]
								},
								{
									"type": "pf2-h4",
									"name": "Skill Potency",
									"level": 3,
									"entries": [
										"At 3rd level, choose a single skill. You gain a +1 potency bonus with that skill. At 6th level, choose a second skill to gain a +1 potency bonus. At 9th level, choose one of those skills and increase its potency bonus to +2. At 13th level, increase the potency bonus of your second skill to +2 and choose a third skill to gain a +1 potency bonus. At 15th level, increase the third skill's potency bonus to +2 and choose a fourth skill to gain a +1 potency bonus. At 17th level, choose one of your three skills with a +2 potency bonus to increase to +3, and choose a fifth skill to gain a +1 potency bonus. Finally, at 20th level, choose one of the two skills with a +2 potency bonus to increase to +3, choose one of the three skills at a +1 potency bonus to increase to +2, and choose one new skill to gain a +1 potency bonus. You can spend 1 week to retrain one of these assignments at any time."
									]
								},
								{
									"type": "pf2-h4",
									"name": "Devastating Attacks",
									"level": 4,
									"entries": [
										"At 4th level, your weapon and unarmed {@action Strike||Strikes} deal two damage dice instead of one. This increases to three at 12th level and to four at 19th level."
									]
								},
								{
									"type": "pf2-h4",
									"name": "Defense Potency",
									"level": 5,
									"entries": [
										"At 5th level, you gain a +1 potency bonus to AC. At 11th level, this bonus increases to +2, and at 18th level, to +3."
									]
								},
								{
									"type": "pf2-h4",
									"name": "Perception Potency",
									"level": 7,
									"entries": [
										"At 7th level, you gain a +1 potency bonus to Perception, increasing to +2 at level 13 and +3 at level 19."
									]
								},
								{
									"type": "pf2-h4",
									"name": "Saving Throw Potency",
									"level": 8,
									"entries": [
										"At 8th level, you gain a +1 potency bonus to saves, increasing to +2 at level 14 and +3 at level 20."
									]
								},
								{
									"type": "pf2-h4",
									"name": "Ability Apex",
									"level": 17,
									"entries": [
										"At 17th level, choose one ability score to either increase by 2 or increase to 18 (whichever grants the higher score)."
									]
								}
							]
						},
						{
							"type": "pf2-h3",
							"name": "Adjusting Items and Treasure",
							"entries": [
								"With this variant, you can ignore as much of {@table Party Treasure by Level|CRB|Table 10\u20139: Party Treasure by Level} on page 509 of the Core Rulebook as you want, though you'll usually want to provide consistent currency. The main area your choice will impact is in spellcasting items, such as scrolls and wands.",
								"Remove all potency runes, striking runes, and resilient runes. Items that normally grant an item bonus to statistics or damage dice no longer do, other than the base item bonus to AC from armor. Apex items do not increase ability scores. If your world still includes magic items, a safe bet is to continue to give out consumable items at roughly the rate on {@table Party Treasure by Level|CRB|Table 10\u20139} of the Core Rulebook.",
								"If you choose to eliminate runes entirely, this can reduce the PCs' damage since they won't have runes like flaming or holy. If you've removed nearly all treasure, challenges might become more difficult, even with automatic bonuses."
							]
						}
					]
				}
			]
		},
		{
			"name": "High-Quality",
			"source": "GMG",
			"page": 197,
			"category": "Variant",
			"subCategory": "Magic Item Variants",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "High-Quality",
					"source": "GMG",
					"page": 197,
					"entries": [
						"In this variant, gear can provide bonuses even if it's not magical. This is useful for games and settings that set out to give fine, non-magical items the same prominence as magic items. High-quality gear requires the corresponding proficiency rank in {@skill Crafting} to {@action Craft}.",
						{
							"name": "High-Quality Weapons",
							"id": "4-12",
							"source": "GMG",
							"page": 197,
							"labelRowIdx": [
								0
							],
							"colStyles": [
								"text-left",
								"text-center",
								"text-center",
								"text-center",
								"text-center"
							],
							"rows": [
								[
									"Quality",
									"Item Bonus",
									"Property Rune Slots",
									"Item Level",
									"Price"
								],
								[
									"Expert",
									"+1",
									"1",
									"2",
									"35 gp"
								],
								[
									"Master",
									"+2",
									"2",
									"10",
									"935 gp"
								],
								[
									"Legendary",
									"+3",
									"3",
									"16",
									"8,935 gp"
								]
							],
							"type": "table"
						},
						{
							"name": "High-Quality Armor",
							"id": "4-13",
							"source": "GMG",
							"page": 197,
							"labelRowIdx": [
								0
							],
							"colStyles": [
								"text-left",
								"text-center",
								"text-center",
								"text-center",
								"text-center"
							],
							"rows": [
								[
									"Quality",
									"Bonus Increase",
									"Property Rune Slots",
									"Item Level",
									"Price"
								],
								[
									"Expert",
									"+1",
									"1",
									"5",
									"160 gp"
								],
								[
									"Master",
									"+2",
									"2",
									"11",
									"1,060 gp"
								],
								[
									"Legendary",
									"+3",
									"3",
									"18",
									"20,560 gp"
								]
							],
							"type": "table"
						},
						{
							"name": "Devastating Weapons",
							"id": "4-14",
							"source": "GMG",
							"page": 197,
							"labelRowIdx": [
								0
							],
							"colStyles": [
								"text-left",
								"text-center",
								"text-center",
								"text-center",
								"text-center"
							],
							"rows": [
								[
									"Quality",
									"Item Bonus",
									"Damage Dice",
									"Property Rune Slots",
									"Item Level",
									"Price"
								],
								[
									"Expert",
									"+1",
									"1",
									"1",
									"2",
									"35 gp"
								],
								[
									"Expert devastating",
									"+1",
									"2",
									"1",
									"4",
									"100 gp"
								],
								[
									"Master",
									"+2",
									"2",
									"2",
									"10",
									"1,000 gp"
								],
								[
									"Master devastating",
									"+2",
									"3",
									"2",
									"12",
									"2,000 gp"
								],
								[
									"Legendary",
									"+3",
									"3",
									"3",
									"16",
									"10,000 gp"
								],
								[
									"Legendary devastating",
									"+3",
									"4",
									"3",
									"19",
									"40,000 gp"
								]
							],
							"type": "table"
						},
						{
							"name": "Resilient Armor",
							"id": "4-15",
							"source": "GMG",
							"page": 197,
							"labelRowIdx": [
								0
							],
							"colStyles": [
								"text-left",
								"text-center",
								"text-center",
								"text-center",
								"text-center"
							],
							"rows": [
								[
									"Quality",
									"Bonus Increase",
									"Save Bonus",
									"Property Rune Slots",
									"Item Level",
									"Price"
								],
								[
									"Expert",
									"+1",
									"\u2013",
									"1",
									"5",
									"160 gp"
								],
								[
									"Expert resilient",
									"+1",
									"+1",
									"1",
									"8",
									"500 gp"
								],
								[
									"Master",
									"+2",
									"+1",
									"2",
									"11",
									"1,400 gp"
								],
								[
									"Master resilient",
									"+2",
									"+2",
									"2",
									"14",
									"4,500 gp"
								],
								[
									"Legendary",
									"+3",
									"+2",
									"3",
									"18",
									"24,000 gp"
								],
								[
									"Legendary resilient",
									"+3",
									"+3",
									"3",
									"20",
									"70,000 gp"
								]
							],
							"type": "table"
						},
						{
							"type": "pf2-h3",
							"name": "High-Quality Weapons and Armor",
							"entries": [
								"High-quality weapons and armor give the same benefits as weapon and armor potency runes ({@table High-Quality Weapons|GMG|Tables 4\u201312} and {@table High-Quality Armor|GMG|4\u201313}). To remove magic from weapons and armor, you can use the devastating attacks and saving throw potency entries from the {@variantrule Automatic Bonus Progression|GMG|automatic bonus progression} variant, or you can have quality also provide the effects of striking and resilient runes, using {@table Devastating Weapons|GMG|Table 4\u201314} and {@table Resilient Armor|GMG|Table 4\u201315}. If you choose to still have magic weapons and armor, the effects don't stack with quality."
							]
						},
						{
							"type": "pf2-h3",
							"name": "High-Quality Skill Items",
							"entries": [
								"Items with skill or {@skill Perception} bonuses don't have fundamental runes. If an existing skill bonus item costs less than the listed Price for a high-quality skill item or has a lower level, it likely has a feature such as a limitation, so adjust accordingly. A character in a game with this variant can {@action Craft} or buy a non-magical item to boost {@skill Perception} or a skill using the table below."
							]
						},
						{
							"name": "High-Quality Skill Item",
							"id": "4-16",
							"source": "GMG",
							"page": 197,
							"labelRowIdx": [
								0
							],
							"colStyles": [
								"text-center",
								"text-center",
								"text-center",
								"text-center"
							],
							"rows": [
								[
									"Quality",
									"Item Bonus",
									"Item Level",
									"Price"
								],
								[
									"Expert",
									"+1",
									"3",
									"40 gp"
								],
								[
									"Master",
									"+2",
									"9",
									"550 gp"
								],
								[
									"Legendary",
									"+3",
									"17",
									"11,000 gp"
								]
							],
							"type": "table"
						}
					]
				}
			]
		},
		{
			"name": "Skill Points",
			"source": "GMG",
			"page": 199,
			"category": "Variant",
			"subCategory": "Skill Points",
			"entries": [
				{
					"type": "pf2-h1",
					"name": "Skill Points",
					"source": "GMG",
					"page": 199,
					"entries": [
						{
							"type": "pf2-h1-flavor",
							"entries": [
								"The default progression of skill proficiency ranks is simple and doesn't require many mathematical calculations as a player assigns skills. However, some players prefer a more granular system with a greater ability to diversify their skills. This variant allows characters to assign their skill increases more flexibly, potentially having fewer skills at the highest possible rank in exchange for more skills at a lower rank."
							]
						},
						{
							"type": "pf2-h2",
							"name": "Assigning Skill Points",
							"entries": [
								"At 1st level, a character using the Skill Points variant gains their initial skill proficiencies as described in the Core Rulebook. However, at every level beyond 1st, instead of gaining skill increases, the character gains a number of Skill Points, as indicated on {@table Skill Points by Level|GMG|Table 4\u201319: Skill Points by Level}. The character can spend these Skill Points to increase their proficiency rank in various skills, as shown on {@table Cost to Increase Rank|GMG|Table 4\u201320: Cost to Increase Rank}. A character must meet the minimum level indicated on the table to increase their rank, primarily to avoid having a player becoming unrealistically good at one skill early in their adventuring career while neglecting everything else. Characters can save up Skill Points between levels for a more expensive increase later on.",
								{
									"name": "Skill Points by Level",
									"id": "4-19",
									"source": "GMG",
									"page": 199,
									"labelRowIdx": [
										0
									],
									"colStyles": [
										"text-center",
										"text-center"
									],
									"rows": [
										[
											"Level",
											"Skill Points Gained"
										],
										[
											"1",
											"Initial proficiencies"
										],
										[
											"2-5",
											"1"
										],
										[
											"6-13",
											"2"
										],
										[
											"14-20",
											"4"
										]
									],
									"type": "table"
								},
								{
									"name": "Cost to Increase Rank",
									"id": "4-20",
									"source": "GMG",
									"page": 199,
									"labelRowIdx": [
										0
									],
									"colStyles": [
										"text-left",
										"text-center",
										"text-center"
									],
									"rows": [
										[
											"Rank",
											"Minimum Level",
											"Skill Point Cost"
										],
										[
											"Untrained to trained",
											"1",
											"1"
										],
										[
											"Trained to expert",
											"3",
											"2"
										],
										[
											"Expert to master",
											"7",
											"4"
										],
										[
											"Master to legendary",
											"15",
											"8"
										]
									],
									"type": "table"
								},
								{
									"type": "pf2-h3",
									"name": "Rogues",
									"entries": [
										"Because rogues get skill increases at every level in the standard rules, they also get more Skill Points. Rogues gain double the number of Skill Points listed on {@table Skill Points by Level|GMG|Table 4\u201319}."
									]
								},
								{
									"type": "pf2-h3",
									"name": "Retraining",
									"entries": [
										"A character can retrain the proficiency ranks they gained using Skill Points much as they would retrain a skill increase under the normal rules. With a week of downtime, a character can reduce their proficiency rank in one skill by one step to get back the number of Skill Points spent to gain that increase. For example, reducing a master proficiency rank to expert would grant a character 4 Skill Points. The character can then reassign those points as they see fit or save them for later. Reducing proficiency ranks for multiple skills or reducing a single proficiency rank by multiple steps takes additional weeks of downtime."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"name": "Skill Points in Play",
							"entries": [
								"Players using Skill Points have more flexibility to build characters with a broader range of skills in which they're trained or better than normal, and this variant encourages that flexibility by increasing the cost of specializing. For instance, a 19th-level fighter could use Skill Points to be a master in seven different skills, or to be legendary in three skills. While this makes the variance in skills slightly less predictable, it shouldn't have a big enough effect on a group's capabilities that you need to make any significant adjustments when you run the game."
							]
						}
					]
				}
			]
		},
		{
			"name": "Stamina",
			"source": "GMG",
			"page": 200,
			"category": "Variant",
			"subCategory": "Stamina",
			"entries": [
				{
					"type": "pf2-h1",
					"name": "Stamina",
					"source": "GMG",
					"page": 200,
					"entries": [
						{
							"type": "pf2-h1-flavor",
							"entries": [
								"In some fantasy stories, the heroes are able to avoid any serious injury until the situation gets dire, getting by with a graze or a flesh wound and needing nothing more than a quick rest to get back on their feet. If your group wants to tell tales like those, you can use the stamina variant to help make that happen."
							]
						},
						{
							"type": "pf2-sidebar",
							"name": "Stamina's Impact",
							"entries": [
								"The main gameplay consequence of using these stamina rules is that a quick 10- or 20-minute rest can restore most groups to full or nearly full health via {@action Take a Breather|GMG|Taking a Breather} and {@action Treat Wounds|CRB|Treating Wounds} as necessary, allowing more encounters with shorter breaks in between. Additionally, charismatic or otherwise diplomatic characters gain fun and useful ways to bolster their allies.",
								"Because spells that heal Hit Points don't restore Stamina Points, it's a little harder to heal up completely in the middle of a fight. This can mean that fights become deadly after characters have been beaten down, possibly causing retreats to be more frequent, but the retreats themselves are shorter. The focus of the game can stay consistently within encounters, with less managing of time and resources outside of battle."
							]
						},
						{
							"type": "pf2-sidebar",
							"name": "No-Limit Stamina",
							"entries": [
								"If you want a fast-paced, almost superheroic game, you can skip the Resolve Point component of this subsystem and simply make {@action Take a Breather|GMG|Taking a Breather} and {@action Rally|GMG} free. This gives the characters a lot of staying power, meaning that the group will typically keep adventuring until they run out of spells for the day, rather than having the additional pressure of running out of Resolve Points. If you use this approach, omit the Steel Your Resolve feat, as it's too powerful if there's no cost to use it! Alternatively, if you want to keep it, you can require a character to {@action Take a Breather|GMG} before they can {@feat Steel Your Resolve|GMG|Steel their Resolve} again."
							]
						},
						{
							"type": "pf2-h2",
							"name": "Stamina Points",
							"entries": [
								"Stamina Points represent a character's energy and readiness. They're reduced by damage just like Hit Points, but a character always loses their Stamina Points first, and loses Hit Points only if they're out of Stamina Points. If a character takes damage exceeding their remaining Stamina Points, the excess damage reduces their Hit Points. However, they lose any temporary Hit Points before losing Stamina Points.",
								"Though Stamina Points and Hit Points function similarly when a character takes damage, a character recovers them differently. A {@spell heal} spell restores Hit Points, not Stamina Points, and the actions described below (like {@action Take a Breather|GMG}) restore only Stamina Points, not Hit Points. A character regains all their Stamina Points after a full night's rest. Hit Points still determine whether a character remains conscious\u2014a character at 0 HP is unconscious, no matter how many Stamina Points they have.",
								"In addition to their ancestry Hit Points, a PC gains the number of Stamina Points and Hit Points indicated in the second and third columns of {@table Stamina and Hit Points by Class|GMG|Table 4\u201321} at 1st level. Both values increase by the same amount at each level thereafter. This replaces the Hit Points a character gains from their class in a standard game."
							]
						},
						{
							"name": "Stamina and Hit Points by Class",
							"id": "4-20",
							"source": "GMG",
							"page": 200,
							"labelRowIdx": [
								0
							],
							"colStyles": [
								"text-left",
								"text-center",
								"text-center",
								"text-left"
							],
							"rows": [
								[
									"Normal Class HP",
									"Class Stamina Points",
									"Class Hit Points",
									"Classes"
								],
								[
									"6 + Con modifier",
									"3 + Con modifier",
									"3",
									"{@class Sorcerer}, {@class wizard}"
								],
								[
									"8 + Con modifier",
									"4 + Con modifier",
									"4",
									"{@class Alchemist}, {@class bard}, {@class cleric}, {@class druid}, {@class rogue}"
								],
								[
									"10 + Con modifier",
									"5 + Con modifier",
									"5",
									"{@class Champion}, {@class fighter}, {@class monk}, {@class ranger}"
								],
								[
									"12 + Con modifier",
									"6 + Con modifier",
									"6",
									"{@class Barbarian}"
								]
							],
							"type": "table"
						},
						{
							"type": "pf2-h2",
							"name": "Resolve Points",
							"entries": [
								"In this variant, each PC also has a pool of Resolve Points, representing their intrinsic grit and luck. A character's maximum Resolve Points is equal to their key ability modifier, and a character regains all their Resolve Points with a full night's rest. In addition to spending Resolve Points to regain Stamina Points (as described under Stamina Actions), characters can spend Resolve Points in the following way.",
								{
									"type": "pf2-h3",
									"name": "Stabilize",
									"entries": [
										"If a character is dying at the start of their turn, their player can spend 1 Resolve Point to stabilize at 0 HP, gaining or increasing the wounded condition as normal for stabilizing. At the start of the character's next turn, they gain 1 HP and wake up (unless they started dying again). The character can act on that turn. Consider this an optional rule best suited for groups that have little access to healing. When using this rule, you might remove the ability for characters to use Hero Points to stabilize."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"name": "Stamina Actions",
							"entries": [
								{
									"type": "data",
									"tag": "action",
									"data": {
										"source": "GMG",
										"page": 200,
										"name": "Take a Breather",
										"traits": [
											"exploration"
										],
										"cost": "1 Resolve Point",
										"entries": [
											"You rest for 10 minutes and recover your stamina. After you complete this activity, you regain all your Stamina Points."
										]
									}
								},
								{
									"type": "data",
									"tag": "action",
									"data": {
										"source": "GMG",
										"page": 201,
										"name": "Rally",
										"traits": [
											"auditory",
											"emotion",
											"exploration",
											"linguistic",
											"mental"
										],
										"prerequisites": "trained in {@skill Diplomacy}, {@skill Intimidation}, {@skill Performance}",
										"entries": [
											"You spend 1 minute encouraging your ally. Though this action typically has the auditory and linguistic traits, if you're using the {@skill Performance} skill, the GM might adjust the traits for this action to match the traits for your type of performance.",
											"Attempt a DC 15 skill check. The GM might adjust this DC based on the circumstances, such as attempting to Rally an ally who just suffered a humiliating defeat.",
											{
												"type": "successDegree",
												"entries": {
													"Critical Success": "The ally can spend 1 Resolve Point to regain all their Stamina Points.",
													"Success": "You can continue encouraging your ally for a total of 10 minutes. If you do, they can spend 1 Resolve Point to regain all their Stamina Points.",
													"Critical Failure": "The ally takes {@damage 1d8} mental damage, but this can reduce only Stamina Points, never Hit Points."
												}
											}
										]
									}
								}
							]
						},
						{
							"type": "pf2-h3",
							"name": "Stamina Feats",
							"entries": [
								{
									"type": "data",
									"tag": "feat",
									"data": {
										"name": "Encouraging Words",
										"source": "GMG",
										"page": 201,
										"level": 2,
										"activity": {
											"number": 1,
											"unit": "single",
											"entry": "{@as 1}"
										},
										"featType": {
											"class": false,
											"general": true,
											"ancestry": false,
											"archetype": false
										},
										"traits": [
											"auditory",
											"general",
											"linguistic",
											"mental",
											"skill"
										],
										"prerequisites": "trained in {@skill Diplomacy}",
										"requirements": "The target ally lost Stamina Points within the last round.",
										"entries": [
											"You give an ally within 30 feet a quick pep talk, helping them recover. Attempt a {@skill Diplomacy} check. The DC is usually 15, though the GM might adjust it based on the circumstances. If you have expert proficiency in {@skill Diplomacy}, you can instead attempt a DC 20 check to increase the Stamina Points recovered by 5; if you have master proficiency, you can attempt a DC 30 check to increase the Stamina Points by 15; if you have legendary proficiency, you can attempt a DC 40 check to increase the Stamina Points by 25. No matter the result, the ally is temporarily immune to Encouraging Words until they either Take a Breather or rest for the day.",
											{
												"type": "successDegree",
												"entries": {
													"Critical Success": "The ally recovers {@dice 2d8} Stamina Points.",
													"Success": "The ally recovers {@dice 1d8} Stamina Points.",
													"Critical Failure": "The ally takes {@damage 1d8} mental damage, but this can reduce only Stamina Points, never Hit Points."
												}
											}
										]
									}
								},
								{
									"type": "data",
									"tag": "feat",
									"data": {
										"name": "Steel Your Resolve",
										"source": "GMG",
										"page": 201,
										"level": 3,
										"activity": {
											"number": 1,
											"unit": "single",
											"entry": "{@as 1}"
										},
										"featType": {
											"class": false,
											"general": true,
											"ancestry": false,
											"skill": false,
											"archetype": false
										},
										"traits": [
											"general"
										],
										"cost": "1 Resolve Point",
										"entries": [
											"Regain Stamina Points equal to half your maximum."
										]
									}
								}
							]
						},
						{
							"type": "pf2-h2",
							"name": "Other Creatures",
							"entries": [
								"There's no need to give Stamina Points to monsters that are expected to be encountered once and likely defeated. However, you might use Stamina Points for a recurring character, especially an NPC who fights alongside the PCs. Usually, it's easiest to turn half the creature's Hit Points into Stamina Points. While enemy healers still work as they're intended to, players might be upset about the enemies' ability to heal their allies to full Hit Points, while the PCs are left not being able to heal their allies' Stamina Points. In this case, give more enemies Stamina Points to compensate."
							]
						}
					]
				}
			]
		},
		{
			"name": "Victory Points",
			"category": "Subsystem",
			"source": "GMG",
			"page": 148,
			"entries": [
				{
					"type": "pf2-h1",
					"source": "GMG",
					"page": 148,
					"name": "Victory Points",
					"entries": [
						{
							"type": "pf2-h1-flavor",
							"source": "GMG",
							"page": 148,
							"entries": [
								"You'll often find that your games could use a way to track progress toward a goal so that you don't have to just keep everything in your head. This section explains how to build your own subsystems for tracking success via Victory Points. Many other subsystems throughout the chapter use these as well, though often by a different name."
							]
						},
						"Victory Points (or VP) are a powerful tool in your GM arsenal, as they allow you to track the PCs' progress using a subsystem to go beyond the results of a single check. Victory Points are versatile; you could track and resolve them within a single encounter, or you could collect them over the course of an entire campaign to determine the ending of the story.",
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 148,
							"name": "Naming Your Victory Points",
							"entries": [
								"It can be fun to rename your Victory Points, to better reflect the subsystem they track.",
								"The term \"Victory Points\" is unspecific, so you can create a name for your Victory Points that fits the theme of your adventure and helps the players feel more like they are taking part in the type of activity your subsystem represents. Examples of renamed VPs include Influence Points (page 151), Infiltration Points (page 160), Research Points (page 154), and Reputation Points (page 164). The name should be representative, and the PCs should understand what it refers to. You can leave off the word \"Points\" if you prefer, though this section often retains it while describing how Victory Points can be used."
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 148,
							"name": "Victory Point Subsystem Structures",
							"entries": [
								"There are a few common structures for tracking Victory Points that you might use for your new subsystem.",
								"You could come up with a structure based off one of the subsystems below, or you could create your own completely different structure if none of them match the way you're running your game. The most important thing is to consider how the PCs or their opposition gain or lose various forms of Victory Points.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 148,
									"name": "Accumulating Victory Points",
									"entries": [
										"The most common structure is to accumulate Victory Points toward a total, either stopping after reaching a success threshold or collecting as many Victory Points as possible in a given time frame and then measuring the results against various thresholds. The influence subsystem on page 151 is a great example of this structure in action: each PC has a certain number of chances to influence various NPCs, and after reaching a particular threshold of Victory Points with an NPC, the PCs have convinced that NPC.",
										"In a variation of this structure, the PCs' adversaries can also accumulate Victory Points, giving the PCs a moving target\u2014either to reach the goal before the adversary or to have more Victory Points than the adversary at the end of a given time frame. This is a great structure for you to use in a situation where the PCs face opposition rather than having the PCs accumulate Victory Points while adversaries decrease the total, since it's dynamic and less at risk of resulting in a stalemate.",
										"You can track a subsystem at a larger scale, like over the course of an adventure or campaign, by granting the PCs Victory Points for achieving difficult goals or making particular decisions. Such subsystems usually ask the PCs to compare their accumulated Victory Points against several ranked tiers that each having varying results on the story. Typically these results become more positive for the PCs as they acquire more Victory Points, but sometimes succeeding too fully could have unintended consequences, like convincing the workers to support a rebellion so thoroughly that it riles up a mob. If you're making your own subsystem, you might not define these ranks in full, but just use your best guess at the end.",
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 148,
											"name": "Accumulating Rolls",
											"entries": [
												"In cases where the PCs need to make checks to gain Victory Points, the amount they get for the degrees of success is up to you. The default scale detailed below works in most cases.",
												{
													"type": "successDegree",
													"entries": {
														"Critical Success": "The PCs gain 2 Victory Points.",
														"Success": "The PCs gain 1 Victory Point.",
														"Critical Failure": "The PCs lose 1 Victory Point."
													}
												},
												"This means that the result of a PC's check usually results in the party gaining either 1 or no Victory Points. However, specialized PCs have a solid chance of earning the party 2 Victory Points, and hare-brained schemes have a fair chance of losing the PCs 1 Victory Point."
											]
										}
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 149,
									"name": "Diminishing Victory Points",
									"entries": [
										"Using this method, the PCs start with a certain number of Victory Points, and rather than accumulating them, they attempt to avoid losing them. Perhaps the PCs are trying to keep dragon eggs from cracking, or are otherwise attempting to minimize damage, loss, or danger. This variant is less common, but it's great at conveying the urgency of a situation as the PCs lose points. Sometimes it's necessary to add that sense of tension with this subsystem! Typically, when the PCs lose all their Victory Points, a negative event occurs.",
										"If they're on a timer, the final results might be better the more points they manage to keep before the time runs out.",
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 149,
											"name": "Diminishing Rolls",
											"entries": [
												"Using this structure, the PCs typically lose Victory Points as a result of failed checks, though they can still lose them for making particularly poor decisions or behaving recklessly. Once again, you can use any scaling consequences that make sense, but the default degrees of success are as follows.",
												{
													"type": "successDegree",
													"entries": {
														"Critical Success": "If regaining ground is possible, the PCs gain 1 Victory Point. Otherwise, as success.",
														"Success": "The PCs avoid losing any Victory Points.",
														"Failure": "The PCs lose 1 Victory Point.",
														"Critical Failure": "The PCs lose 2 Victory Points."
													}
												}
											]
										}
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 149,
									"name": "Multiple Point Subsystems",
									"entries": [
										"In a multiple point subsystem, you have more than one point system, each measuring something different. For example, in a long-distance race, the PCs and their opponents both try to gain their own Marathon Points, and whoever gets to 10 points first wins!",
										"Infiltration on page 160 offers a different example of a Victory Point subsystem with multiple types of points. PCs try to get a certain number of Infiltration Points to successfully infiltrate a location while avoiding giving Awareness Points to their enemies through failure.",
										"Consider combining the multiple points with a time factor, like in infiltrations, where the PCs automatically accrue Awareness Points over time at a slow rate."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 149,
							"name": "Obstacles and Dcs",
							"entries": [
								"When preparing your subsystem, think of the obstacles PCs might face or avenues they can exploit when engaging in your subsystem. Set some DCs for them in advance, using the normal system for setting DCs. Everything else, you can improvise on the spot. If you think your DCs will be higher overall, when you set the number of points needed, choose a value on the lower end (see Setting your Scale below)",
								"Think of some possibilities that are much easier and some that are harder. Who are your PCs opposing, and what weak points might that opposition have that the PCs could exploit? Set those DCs lower or make overcoming them grant more VP. PCs who do their research or come up with clever strategies should find it easier to overcome the challenge.",
								{
									"type": "pf2-brown-box",
									"source": "GMG",
									"page": 149,
									"name": "ENEMY VICTORY POINTS",
									"entries": [
										"In addition to giving both the PCs and enemies Victory Points, as mentioned on page 149, sometimes it makes more sense to have only the enemies gain or lose Victory Points instead of the PCs. Even though the NPCs are also taking actions, it's usually best to increase or reduce the enemy's Victory Points based on just the PCs' actions, since it maximizes the feeling of player agency. In some rare cases where the foes act directly against the PCs, you might have both PC and foe actions increase the foe's Victory Points.",
										"Implementing such a subsystem might mean flipping the normal rolls. For instance, if the PCs were trying to lower their enemies' Influence over a faction, a critical success by a PC would lower the Influence by 2, a success would lower the Influence by 1, and a critical failure might give the enemies something to exploit, raising their Influence by 1. This uses the same effects as an accumulating roll, but \"damages\" the enemies' VP instead of gaining VP for the PCs' side. While this is very similar mechanically to the PCs gaining VP, the thematic connection is much stronger for an intrigue-based story."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 149,
							"name": "Setting Your Scale",
							"entries": [
								"The number of points it takes to reach a goal will greatly affect how your subsystem feels during play. If you want the subsystem to be used for a single scene, such as one negotiation with a powerful NPC, set the number lower than if it's meant to take up most or all of a game session. The Table 3\u20131 (page 150) suggests possible values for your Victory Point scale. The \"adventure-wide\" scale is for subsystems that are part of a larger narrative, granting Victory Points when the PCs overcome entire encounters or dungeons, rather than as an encounter unfolds.",
								"This larger scale is intended for subsystems that take a lot of the party's focus. A subsystem that runs in the background during an adventure should use a smaller scale. This is usually the \"adventure-wide, sideline\" value. It could be even lower, such as if you have a dungeon-based adventure including several opportunities to interact with a kobold tribe to get some small benefits. Though they appear throughout the adventure, you would use a lower value because attaining the VP is a minor part of the story. In fact, you might choose not to use a VP subsystem at all.",
								"The table also lists numbers for one or more thresholds. These are the point values at which the PCs get a partial benefit (or, for a diminishing subsystem, take a drawback). You should grant partial benefits when the PCs reach a certain threshold or introduce twists to the subsystem to ensure they continue to feel engaged and rewarded over time.",
								{
									"type": "table",
									"source": "GMG",
									"page": 150,
									"name": "VICTORY POINT SCALES",
									"id": "3-1",
									"colStyles": [
										"",
										"text-center",
										"text-center"
									],
									"rows": [
										[
											"Duration of Challenge",
											"VP End Point",
											"VP Threshold"
										],
										[
											"Quick Encounter",
											"3-5",
											"\u2014"
										],
										[
											"Long Encounter",
											"7-10",
											"4"
										],
										[
											"Most of a session",
											"15-25",
											"5, 10, 15"
										],
										[
											"Adventure-wide, sideline",
											"15-20",
											"5, 10, 15"
										],
										[
											"Adventure-wide, forefront",
											"25-50",
											"10, 20, 30, 40"
										]
									]
								},
								"The values also depend on various factors. These might include the DCs, the number of chances the PCs get to gain Victory Points, and the flexibility of how the PCs can deploy themselves (for example, if PCs are all forced to try something they might not be trained in, it could cause critical failures). They might also include the amount of effort the PCs need to spend on tasks that don't directly earn Victory Points\u2014such as checks to Discover information about NPCs using the Influence subsystem. Keep all these in mind when deciding what end point you want to use."
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 150,
							"name": "Running Your Subsystem",
							"entries": [
								"When running your new subsystem, be sure to keep the challenges fresh by using a variety of different skills and options to encourage creativity and cooperation, rather than just using the same check over and over again, where PCs can expect diminishing returns. You can also use timers to encourage each PC to participate or even create mechanics that directly encourage each PC to participate, like setting penalties for the same PC attempting checks repeatedly, or for two PCs attempting the same check.",
								"You can even have challenges that require all the PCs to participate. For instance, if the party's host is welcoming every guest individually, each PC might have to make an impression in their own way, or during infiltration, each PC might have to test their ability to {@action Impersonate} or {@action Sneak}. You'll likely find that some approaches should be automatic successes if they're well-suited to the task, or automatic failures for ideas that are likely impossible."
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 150,
							"name": "Rewards",
							"entries": [
								"How you structure rewards for your subsystem depends greatly on its scope. A subsystem resolved in a single sitting usually gives accomplishment XP unless it is particularly demanding, in which case it could be considered a full-scale encounter. Meanwhile, subsystems that span over the course of multiple sessions or the entire campaign might generate accomplishment XP at meaningful milestones along the way. If you have a long-spanning subsystem that's fairly low profile and behind the scenes or is not success-oriented, such as a subsystem to track what type of ruler the PCs' patron will become based on the PCs' decisions, you might not give XP directly from the subsystem, since in that case \"success\" is undefined."
							]
						}
					]
				}
			]
		},
		{
			"name": "Influence",
			"category": "Subsystem",
			"source": "GMG",
			"page": 151,
			"entries": [
				{
					"type": "pf2-h1",
					"source": "GMG",
					"page": 151,
					"name": "Influence",
					"entries": [
						{
							"type": "pf2-h1-flavor",
							"source": "GMG",
							"page": 151,
							"entries": [
								"When the PCs need to gain favor with or sway over an NPC to achieve their goals, sometimes a {@skill Deception}, {@skill Diplomacy}, or {@skill Intimidation} check isn't enough to get the job done. In these cases, you can implement the influence subsystem in a social encounter."
							]
						},
						"Influence is a short-term subsystem wherein the PCs accumulate Influence Points during a social encounter with an NPC to represent their increasing influence.",
						"These encounters are a race against the clock to reach Influence Point thresholds in order to sway the NPC. It's perfect for a single social gathering\u2014whether it's a party, a treaty negotiation, or even an attempt to persuade various members of a panel of judges. Because of the variety of Influence skill options and the ability to use {@skill Perception} to uncover more information, every character has something important to contribute in the influence subsystem, as opposed to situations where only one character has {@skill Diplomacy}.",
						"The influence subsystem divides a social encounter into rounds, with the number of rounds representing the length of the social event. Rounds last any amount of time that you determine, depending on the needs of the narrative, though somewhere between 15 minutes and an hour is typical. During each round, each PC can act once to either Influence or Discover.",
						{
							"type": "data",
							"style": "book",
							"tag": "generic",
							"data": {
								"name": "Influence",
								"traits": [
									"concentrate",
									"linguistic"
								],
								"sections": [
									[
										[
											"You attempt to make a favorable impression on an NPC to convince the NPC to support your cause. Choose an NPC, and attempt a skill check to impress that NPC. The DC, and whether success is possible, depend on the NPC's preferences (typically found in the NPC's influence stat block).",
											{
												"type": "successDegree",
												"entries": {
													"Critical Success": "You gain 2 Influence Points with the chosen NPC.",
													"Success": "You gain 1 Influence Point with the chosen NPC.",
													"Failure": "You gain no Influence Points with the chosen NPC.",
													"Critical Failure": "You lose 1 Influence Point with the chosen NPC."
												}
											}
										]
									]
								]
							}
						},
						{
							"type": "data",
							"tag": "generic",
							"style": "book",
							"data": {
								"name": "Discover",
								"traits": [
									"concentrate",
									"secret"
								],
								"sections": [
									[
										[
											"You watch or study an NPC to learn more about that NPC's preferences. Choose an NPC and attempt a Perception check or an appropriate skill check determined by the GM. The DC is typically found in the NPC's influence stat block.",
											{
												"type": "successDegree",
												"entries": {
													"Critical Success": "Choose two of the options detailed in Success below; you can choose the same option twice to learn two pieces of information from the same category.",
													"Success": "Choose one of the following: You learn which skill that can Influence the NPC has the lowest DC (skipping any skills that you already know), one of the NPC's personal biases, one of the NPC's resistances, or one of the NPC's weaknesses.",
													"Failure": "You learn no information.",
													"Critical Failure": "Choose a piece of information to learn about, as success, but the information is incorrect. For instance, you might think the NPC is susceptible to flattery when actually the NPC is resistant to flattery."
												}
											}
										]
									]
								]
							}
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 152,
							"name": "Influence Stat Blocks",
							"entries": [
								"NPCs in the influence subsystem have little need for many of the statistics you'll find in an ordinary creature stat block. However, it might help you to prepare for the social encounter by creating an influence stat block for each prominent NPC. These are optional; if you can keep most information straight in your head, you might skip this step or just write down the first three categories to keep the numbers straight.",
								"Influence stat blocks are flexible and contain only the stats that you are essential to running the NPC during a social encounter, leaving the rest out. The main stats that matter are the NPC's {@skill Perception} and Will modifiers.",
								"After the influence stat block, you might want to list important information to help you roleplay the NPC and incorporate the NPC into your influence encounter. You can list any of the following details that are relevant to your NPC: their background (a brief bio focusing on information relevant to the encounter), appearance, personality (this can just be a list of adjectives), affiliations, public goals, {@condition hidden} agendas, or the penalty for antagonizing the NPC (or possibly for failing to Influence the NPC, depending on the way you structure the encounter)",
								{
									"type": "data",
									"tag": "generic",
									"style": "book",
									"data": {
										"name": "NPC Name",
										"traits": [
											"traits"
										],
										"sections": [
											[
												[
													"A succinct description of the NPC, such as \"Famous musician\" or \"Popular baron.\""
												],
												[
													{
														"name": "Perception",
														"entry": "The NPC's Perception modifier, plus potentially relevant spells such as {@spell true sight}."
													}
												],
												[
													{
														"name": "Will",
														"entry": "The NPC's Will modifier, plus any special adjustments."
													}
												],
												[
													{
														"name": "Discovery",
														"entry": "The Perception DC to Discover information about the NPC, as well as any skill checks to Discover their DCs."
													}
												],
												[
													{
														"name": "Influence Skills",
														"entry": "The skills the PCs can use to Influence the NPC are listed here with their DCs, in order from the lowest DC (the skill that works best) to the highest DC. If a skill isn't listed but a player gives a strong narrative explanation for using it, you can add it as an appropriate DC (usually the highest listed DC). {@skill Diplomacy} should usually be on this list, but should rarely be the best skill to Influence an NPC, in order to encourage and reward using Discover to learn and cater to an NPC's interests."
													}
												],
												[
													{
														"name": "Influence Thresholds",
														"entry": "The number of Influence Points required to Influence the PC, and the benefits for meeting them. Some NPCs might have multiple influence thresholds, granting the PCs additional benefits or favors as they cross more thresholds."
													}
												]
											],
											[
												[
													{
														"name": "Resistances",
														"entry": "Some NPCs are resistant to certain tactics, biased against certain types of people, or may get defensive when a certain topic comes up. Any of these makes it harder for a PC to convince them. For instance, an NPC might find flattery inane, dislike wizards, or bristle at any mention of their ex-spouse. Typically, an NPC's resistance increases the DC of the associated check to Influence by 2 (or 5 for stronger resistances), but it could have farther-ranging consequences, such as losing Influence Points or angering the NPC enough that attempting to Influence them again is impossible."
													}
												],
												[
													{
														"name": "Weaknesses",
														"entry": "Most NPCs have at least one weakness that clever and observant PCs can use to their advantage, whether it's a deep-seated insecurity, a desire for power, a favorite hobby, a bias toward a certain group, or a hidden secret the PCs could threaten to expose. When a PC incorporates an NPC's weakness, it typically decreases the associated Influence check's DC by 2 (or 5 for stronger weaknesses), but it could have farther-ranging effects, such as gaining automatic Influence Points or even automatically influencing the NPC regardless of how many Influence Points the PCs have achieved so far."
													}
												]
											]
										]
									}
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 153,
									"name": "Setting Dcs",
									"entries": [
										"When setting DCs, it's often good to start with a \"social level\" for the NPC and set their DCs accordingly.",
										"Use the DC adjustments from page 504 of the {@i Core Rulebook} just like you normally would. A good starting place is setting the NPC's Will modifier, then taking that DC and adjusting it for skills that are more or less likely to work.",
										"For instance, for a 3rd-level challenge, you might give an NPC a +12 Will modifier and use 22 as the base DC. You might say that's the DC for {@skill Diplomacy} but then determine that the NPC is difficult to intimidate, and so you apply the hard DC adjustment to make the {@skill Intimidation} DC 24. Maybe you also determine that she loves different varieties of wine, resulting in an incredibly easy DC adjustment to get DC 12 for {@skill Lore||Alcohol Lore}."
									]
								},
								{
									"type": "pf2-brown-box",
									"source": "GMG",
									"page": 152,
									"name": "SAMPLE STAT BLOCK",
									"entries": [
										"In this example, the PCs try to convince a grizzled landlord to not evict a theatrical troupe from a dilapidated building he owns. It's a 3rd-level challenge. He is a busy, practical man and gives the PCs only 45 minutes (3 rounds) to make their case.",
										{
											"type": "data",
											"tag": "generic",
											"style": "book",
											"data": {
												"name": "Danphy Mollwether",
												"traits": [
													"le",
													"medium",
													"human",
													"humanoid"
												],
												"sections": [
													[
														[
															"Penny-pinching landlord"
														],
														[
															{
																"name": "Perception",
																"entry": "{@d20 +9||Perception}"
															}
														],
														[
															{
																"name": "Will",
																"entry": "{@d20 +11||Will}"
															}
														],
														[
															{
																"name": "Discovery",
																"entry": "DC 13 {@skill Lore||Mercantile Lore}, DC 18 {@skill Perception}, DC 16 {@skill Society}"
															}
														],
														[
															{
																"name": "Influence Skills",
																"entry": "DC 16 {@skill Lore||Accounting Lore} (noting how the theater could be made profitable), DC 16 {@skill Crafting} (volunteering to repair the building), DC 20 {@skill Intimidation}, DC 20 {@skill Performance}, DC 22 {@skill Diplomacy}, DC 24 {@skill Deception}"
															}
														],
														[
															{
																"name": "Influence 4:",
																"entry": "Mr. Mollwether gives the troupe 1 week to get him his back rent, with interest, before evicting them."
															}
														],
														[
															{
																"name": "Influence 6:",
																"entry": "Mr. Mollwether gives the troupe 1 month to get him his back rent before evicting them."
															}
														],
														[
															{
																"name": "Influence 8:",
																"entry": "Mr. Mollwether allows the troupe to stay, reduces their rent, and forgives half their debt."
															}
														]
													],
													[
														[
															{
																"name": "Resistances",
																"entry": "The landlord thinks in practical terms, with little patience for the \"good-for-nothings\" of the troupe. Appeals directed at sympathy alone increase the check's DC by 2."
															}
														],
														[
															{
																"name": "Weaknesses",
																"entry": "Mr. Mollwether used to visit the theater often as a small child, and performing one of his favorite old songs or plays brings tears to his eyes and reduces the {@skill Performance} DC by 2."
															},
															{
																"type": "list",
																"style": "list-no-bullets",
																"items": [
																	{
																		"type": "item",
																		"name": "Background",
																		"entry": "Mollwether was raised by wealthy parents who loved the arts and took him to the theater often. A scandal left the family broke, and Danphy clawed his way back up to a decent living. Becoming something of a slumlord, he owns several properties now and still feels he must exploit others to survive."
																	},
																	{
																		"type": "item",
																		"name": "Appearance",
																		"entry": "An elderly man in cheap dress clothes, Mr. Mollwether looks like he's never felt a moment of love for anyone in his whole life."
																	},
																	{
																		"type": "item",
																		"name": "Personality",
																		"entry": "Impatient, crotchety, skeptical"
																	},
																	{
																		"type": "item",
																		"name": "Penalty",
																		"entry": "Antagonizing Mr. Mollwether by \"sermonizing\" or \"wasting his time\" causes him to cut the meeting short, reducing it to 2 rounds instead of 3."
																	}
																]
															}
														]
													]
												]
											}
										}
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 153,
							"name": "Running an Influence Encounter",
							"entries": [
								"When running an influence encounter, let the PCs be creative and use a diverse set of skills whenever possible. Be open to improvisation, and change the structure of the encounter if something interesting presents itself. The PCs set the pace and choose with whom they interact. It's up to you to make sure every NPC is distinct, react to the PCs' interactions with the NPCs, and lend overall structure to the encounter by making sure it feels like a living, breathing event rather than just a series of skill checks.",
								"Think about how the number of rounds of a social encounter relate to the overall event. For instance, if you have a four-course banquet and 6 rounds, you could have 1 round for introductions before the food arrives, 1 round for each of the courses, and 1 last round of conversations after the final course. NPCs might filter in and out or become unavailable for conversations as they are occupied by various tasks, or become particularly eager to engage a PC. That sort of change help makes the NPC feel a bit more real and helps break up any repetition in your encounter."
							]
						}
					]
				}
			]
		},
		{
			"name": "Research",
			"category": "Subsystem",
			"source": "GMG",
			"page": 154,
			"entries": [
				{
					"type": "pf2-h1",
					"source": "GMG",
					"page": 154,
					"name": "Research",
					"entries": [
						{
							"type": "pf2-h1-flavor",
							"source": "GMG",
							"page": 154,
							"entries": [
								"When the PCs are trying to discover important information while challenged by a time limit or other interesting twist, the research subsystem is just the right thing to lend their efforts more urgency and weight."
							]
						},
						"In the research subsystem, PCs accumulate Research Points and learn new information or gain other benefits upon reaching specific thresholds. Use this subsystem if the PCs face a time constraint, rival research group, or other form of external pressure or condition that could end the PCs' efforts early. Otherwise, you can simply use the rules in the {@i Core Rulebook}, since the PCs are free to keep rolling until they uncover everything there is to find.",
						"In this subsystem, time passes in rounds spanning several hours to a day of research. Each round, the characters use the Research exploration activity to gain Research Points (RP). As time passes and the party earns more RP, they gain knowledge and rewards, but also might face consequences or events. Some of these events might interrupt the round with a different kind of encounter (disrupting the Research activity), such as a social encounter with an intelligent book or a combat encounter with a guardian.",
						{
							"type": "ability",
							"style": "full",
							"name": "Research",
							"traits": [
								"concentrate",
								"exploration",
								"linguistic"
							],
							"entries": [
								"You comb through information to learn more about the topic at hand. Choose your research topic, section of the library, or other division depending on the form of research, and attempt a skill check. The skills to use and the DC for the check depend on the choice you made.",
								{
									"type": "successDegree",
									"entries": {
										"Critical Success": "You gain 2 RP.",
										"Success": "You gain 1 RP.",
										"Critical Failure": "You make a false discovery and lose 1 RP."
									}
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 154,
							"name": "Building a Library",
							"entries": [
								"\"Library\" is the general term the research subsystem uses to designate the setting of the PCs' research. Despite the name, the library doesn't necessarily consist of a quiet hall full of books. It could be an Astral memory palace, a collection of iconographic artwork, or even a group the party is questioning. In most cases, to engage the whole party and add a little decision-making to the research, you'll want to give your research topic or library at least one variable or subdivision that the PCs need to decide how to handle. For instance, you might give the PCs three different research topics to study, each using different skills and providing different rewards. The library might have several rooms or sections with different challenges to research, allowing you to reward PCs with skills that aren't typically associated with research; perhaps the books on aeromancy are all flying above the top shelves of towering bookcases, requiring a round of {@skill Athletics} checks to represent climbing up and down ladders to retrieve them and reach the first threshold. A variety of skills and decisions, along with vivid descriptions, are the key to an engaging and memorable research session, rather than just a string of die rolls by the wizard.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 154,
									"name": "Choosing Thresholds",
									"entries": [
										"Once you've decided what your library looks like and how the library and research options are structured, it's time to set the research thresholds for each topic. Thresholds are your opportunity to reveal intriguing new information and introduce different types of challenges. Each threshold should provide interesting information; if it doesn't, you should probably have fewer thresholds.",
										"Thresholds can change the state of the library (perhaps the first threshold is simply cleaning and organizing the library so the PCs can find the tomes they need), reveal information, give the PCs a reward (like access to an ancient uncommon or rare feat or spell they discover in library's depths), trigger an encounter, alter the skills or DCs for further research, or anything else you can imagine, but they should always do something.",
										"If your library covers multiple topics, each has its own set of thresholds. You'll typically want to require fewer Research Points to reach each one and use fewer thresholds per topic.",
										"Think about the constraints preventing the PCs from researching as long as they want, and use those constraints to determine how many Research Points they must earn to reach each threshold. You don't need to evenly space thresholds\u2014you could require very few Research Points to learn crucial clues you want to ensure the PCs receive and a much larger number to reach the final threshold that grants a special reward."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 155,
									"name": "Library Stat Block",
									"entries": [
										"When you build a library, you can use a stat block to organize the information. In a published adventure, you'll find libraries presented in the format below. There's no need to include entries that aren't applicable for your library.",
										{
											"type": "data",
											"tag": "generic",
											"style": "book",
											"data": {
												"name": "Library's Name",
												"category": "Library",
												"level": "(Level)",
												"traits": [
													"traits"
												],
												"sections": [
													[
														[
															{
																"name": "Division Name and Description",
																"entry": "Whether it's a section of a physical library, one of several research topics the PCs are studying, or something more creative, this is the name of one of the library's divisions. If the divisions are separate topics, they'll each have their own thresholds, but if the divisions are separate areas all related to the same topic or topics, they might have RP maximums instead, after which the PCs have exhausted the information in that area. Repeat these sections for the library's other divisions; if using RP maximums, make sure the divisions provide enough Research Points to reach the final threshold."
															}
														],
														[
															{
																"name": "Research Checks",
																"entry": "The skills or other checks the PCs can attempt to Research the division are listed here with their DCs, in order from the lowest DC (the skill that works best) to the highest DC. If a skill isn't listed but a player provides a strong narrative explanation for using it, you can add it at an appropriate DC (usually the highest listed DC). Academia Lore and Library Lore will often be listed in these entries."
															}
														]
													],
													[
														[
															{
																"name": "Research Thresholds",
																"entry": "Each threshold lists the number of RP required to reach it, followed by the effects for meeting that threshold. Thresholds are listed in order from first (requiring the fewest RP) to last (the highest threshold)."
															}
														]
													]
												]
											}
										},
										"Beneath the stat block, you can list any events that occur based on timing rather than the PCs' RP total (such as a threatening message arriving on the third day), as well as any other important details."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 155,
							"name": "Running Research",
							"entries": [
								"When running the research subsystem, think about the two factors that set the pace of the research and allow you to break it up: the length of each round of research, and the thresholds in the research. Use both of these in tandem to breathe life into the session and draw the players into the game. Ideally the PCs are aware of whatever pressure requires them to finish the research, so as rounds pass, the tension increases. As long as the PCs are able to get the information they came for, it's fine if they don't learn everything the library has to offer; in fact, you might intentionally create a situation allowing the PCs time to glean only some of a list of special rewards, forcing them to prioritize their favorites.",
								{
									"type": "pf2-brown-box",
									"source": "GMG",
									"page": 155,
									"name": "SAMPLE STAT BLOCK",
									"entries": [
										"In this example, the PCs are trying to research hidden occult secrets about hags known only to the fey of a strange sylvan library. It's a 7th-level challenge. If you'd like to use this sample library for a different research topic, just change the results of each threshold and replace any {@skill Occultism} Research checks with checks appropriate to the new topic!",
										{
											"type": "data",
											"tag": "generic",
											"style": "book",
											"data": {
												"name": "Glade of Forgotten Time",
												"category": "Library",
												"level": 7,
												"traits": [
													"fey",
													"primal"
												],
												"sections": [
													[
														[
															{
																"name": "Field of Tomeflowers",
																"entry": "Five-foot stems open up into colorful petaled tomes"
															},
															{
																"name": "Maximum RP",
																"entry": "10"
															}
														],
														[
															{
																"name": "Research Checks",
																"entry": "DC 18 {@skill Lore||Academia Lore} or {@skill Lore||Library Lore}, DC 23 {@skill Occultism}"
															}
														]
													],
													[
														[
															{
																"name": "Loremother Tree",
																"entry": "A powerful intelligence slumbers deep within this ancient oak, awakened by communion or music"
															},
															{
																"name": "Maximum RP",
																"entry": "15"
															}
														],
														[
															{
																"name": "Research Checks",
																"entry": "DC 21 {@skill Performance}, DC 23 {@skill Nature}, DC 25 {@skill Occultism}"
															}
														]
													],
													[
														[
															{
																"name": "Sprite Swarm",
																"entry": "Thousands of iridescent sprites flit about, eager to offer tidbits of information, though it is not always reliable"
															},
															{
																"name": "Maximum RP",
																"entry": "5"
															}
														],
														[
															{
																"name": "Research Checks",
																"entry": "DC 23 {@skill Diplomacy}, DC 23 {@skill Occultism}, DC 25 {@skill Society}, DC 28 {@skill Perception}"
															}
														]
													],
													[
														[
															{
																"name": "5 Research Points",
																"entry": "The PCs learn apocryphal fey legends that the first hags were once cruel fey queens twisted by inner corruption. They learn details about hag reproduction, changelings, and the hag mother's Call."
															}
														],
														[
															{
																"name": "10 Research Points",
																"entry": "The PCs learn the location of an ancient, twisted grove in the First World rumored to hold a secret treasure connected to hags. Attaining this knowledge comes at a cost: hag malice solidifies into two will-o'-wisps and animates some of the glade's plant matter into a shambler. The three creatures attack the PCs together."
															}
														],
														[
															{
																"name": "15 Research Points",
																"entry": "The PCs learn a variety of occult folk divinations said to detect the presence of nearby hags. Among them is a functioning uncommon spell: {@spell read omens}."
															}
														],
														[
															{
																"name": "20 Research Points",
																"entry": "The loremother tree stirs and partially awakens, issuing the PCs a dire warning about danger in the knowledge they seek. Replace the loremother tree's {@skill Performance} Research check with a DC 28 {@skill Diplomacy} check to convince the tree to share further knowledge."
															}
														],
														[
															{
																"name": "25 Research Points",
																"entry": "The whole glade goes quiet, and the PCs feel a pall fall over their hearts. The PCs are close, but all Research check DCs increase by 2."
															}
														],
														[
															{
																"name": "30 Research Points",
																"entry": "The PCs learn even more esoteric wisdom about hags. However, they have drawn the attention of a coven of annis hags, who materialize to destroy the party and their newfound knowledge. If the PCs run out of time before reaching this point, the coven erases any further information before attacking the PCs out of spite."
															}
														]
													]
												]
											}
										}
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Chases",
			"category": "Subsystem",
			"source": "GMG",
			"page": 156,
			"entries": [
				{
					"type": "pf2-h1",
					"source": "GMG",
					"page": 156,
					"name": "Chases",
					"entries": [
						{
							"type": "pf2-h1-flavor",
							"source": "GMG",
							"page": 156,
							"entries": [
								"When the PCs pursue a fleeing adversary or quarry\u2014or someone chases them instead\u2014adding twists and turns to the pursuit builds suspense and makes the outcome more uncertain than if it were based on Speed alone. The chases subsystem helps you create cinematic scenes where the PCs must quickly overcome obstacles, from following someone through a crowded market to carrying a desperately urgent message over a dangerous mountain pass."
							]
						},
						"The {@i Core Rulebook's} Speed rules work well for short sprints through fairly clear terrain. Over longer distances through more complex environments, though, the path is rarely so straightforward. The chase subsystem shifts the emphasis from raw Speed to facing down the kinds of unpredictable obstacles that characters might encounter in a longer pursuit so you can create a thrilling chase scene.",
						"Chases are a special type of encounter. Each round, the pursued character or characters act first, then the pursuing characters act. Typically, to reduce variance, the PCs roll checks to progress while their opponents proceed at a steady pace, but if you want to emphasize the back-and-forth nature of a particular chase, you could have both sides roll instead. Characters in the same group can act in whatever order they prefer, each taking a turn. A character must act on their turn. If they pass their turn or are unable to act, they're unable to help the group and automatically cause the group to lose 1 Chase Point.",
						"Depending on the scale of your chase, establish at the beginning how long each round lasts so the PCs understand how much they can accomplish in that time. Is it essentially a 3-action turn, or does it take minutes, hours, or days?",
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 156,
							"name": "Obstacles",
							"entries": [
								"During a chase, all the characters must overcome a series of obstacles that represent challenges\u2014from locked doors to deceptive bogs\u2014during the different legs of the pursuit.",
								"These obstacles aren't separated by specific distances; the distance is narrative and can vary between obstacles as needed for the story you're telling. Travel times between obstacles can vary, too. The time scale you choose determines how PCs can act when dealing with an obstacle.",
								"Each obstacle requires a certain number of Chase Points to overcome\u2014typically 1 per party member for a standard obstacle, though particularly challenging obstacles might require more (listed in an obstacle's Chase Points entry)",
								"Typically, there are multiple ways to overcome an obstacle; for example, characters could evade a guard or bribe them to look away. Each approach typically requires a skill check or {@skill Perception} check, but sometimes a saving throw, an attack roll, or something even more unusual, like a casting a certain spell (listed in an obstacle's Overcome entry)",
								"On a character's turn, they describe what they do to help the group get past the obstacle. They then attempt any required roll, or perform the required action for a choice without a check. If they attempt a roll, the result determines how many Chase Points the character gains.",
								{
									"type": "successDegree",
									"entries": {
										"Critical Success": "The PCs gain 2 Chase Points.",
										"Success": "The PCs gain 1 Chase Point.",
										"Critical Failure": "The PCs lose 1 Chase Point."
									}
								},
								"If the means of bypassing the obstacle helps automatically without requiring a check\u2014such as using a certain spell to assist\u2014the PCs typically get 1 Chase Point. You can increase that to 2 if you feel the action is extremely helpful.",
								"Chase Points represent the ability of the whole group to bypass the obstacle. A character who critically succeeds is able to help the other characters continue onward, while one who critically fails needs extra assistance. Players often have ideas for ways to overcome the obstacle beyond the choices you created for the obstacle. If their idea is applicable, you'll need to determine the DC and skill or other statistic being used for that approach. This is great as long as it's creative, but be wary of a situation where a character who is legendary at a skill tries to justify how they can bypass every obstacle with that skill, such as using {@skill Acrobatics} to tumble around them all, or the like. You can determine that some tactics just won't work against certain obstacles, or would help only one character without benefiting the rest and therefore aren't all that useful.",
								"Once the PCs accumulate enough Chase Points to overcome the obstacle, they immediately move to the next. Extra Chase Points don't carry over to the next obstacle\u2014each requires its own number of Chase Points to overcome. However, anyone who hasn't already taken their turn that round can still take it against the new obstacle. Consequently, the characters best suited to overcoming the current obstacle might act first, since the remaining characters might be better suited against the next one. The number of Chase Points the PCs have can never fall below 0.",
								"It might help to put your obstacles in a stat block for easy reference. Inside published adventures, chase obstacles are likely to be presented in stat block form, as follows.",
								{
									"type": "data",
									"tag": "generic",
									"style": "book",
									"data": {
										"name": "Crowd",
										"category": "Obstacle",
										"level": 1,
										"sections": [
											[
												[
													{
														"name": "Chase Points",
														"entry": "4"
													},
													{
														"name": "Overcome",
														"entry": "DC 15 {@skill Acrobatics} or {@skill Athletics} to weave or push through, DC 13 {@skill Society} to follow the flow"
													}
												]
											],
											[
												[
													"Throngs of people crowd the streets, making it difficult to continue the chase."
												]
											]
										]
									}
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 156,
							"name": "Building a Chase",
							"entries": [
								"When building a chase, first build your obstacles and then decide how far ahead the pursued character or characters begin and at what pace the NPCs will move. Having the NPCs clear one obstacle per round is a good rule of thumb, but it could vary depending on the situation, and should especially be slower against obstacles that require more than 1 Chase Point per character to overcome.",
								"Select or build obstacles highlighting a variety of different skills and other options so everyone in the party has a moment to shine. When choosing what skills can bypass a given obstacle, ensure a variety of approaches can work. If you've already decided that an obstacle uses {@skill Stealth}, selecting {@skill Thievery} as the other option doesn't really offer opportunities for different types of characters, since those who are good at {@skill Thievery} are very likely the same ones who are good at {@skill Stealth}. On the other hand, offering {@skill Athletics} as an alternative gives a champion who's terrible at {@skill Stealth} a way to help. The group can help cover for a character who is less capable at a particular obstacle, but it's more fun for players to present substantially different options for each obstacle.",
								"Use the following guidelines to determine how many obstacles you need for your chase. These numbers assume that the pursued party can reach a certain location to end the chase (as described in Ending Chases). If there's no such escape, you might need more obstacles.",
								"{@b Short:} 6 obstacles, about 10\u201320 minutes of game time",
								"{@b Medium:} 8 obstacles, about 15\u201325 minutes of game time",
								"{@b Long:} 10 obstacles, about 20\u201330 minutes of game time.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 157,
									"name": "Setting Obstacle Dcs",
									"entries": [
										"When you set the DCs for an obstacle, you'll typically be using simple DCs. Use a proficiency rank that's generally appropriate for the PCs' level if you want the obstacle to be a significant one. As noted earlier, you'll typically want to select a couple different ways the group can get past an obstacle. At least one check should be have an easy or very easy adjustment, while the other check should have a standard or hard DC. In some cases you might use something other than a simple DC; for example, if a specific NPC has put up a magical barrier, you would use their spell DC. This might result in some pretty tough DCs or even impassable obstacles, so use this carefully! If a PC improvises a different way to get around an obstacle from what you planned, set the DC just like you would normally when picking a DC on the fly. Don't worry about adjusting the DC of the check to be easy or very easy, because the PC is likely to be good at the skill they've chosen to use."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 157,
									"name": "Shortcuts and Split Paths",
									"entries": [
										"You might want to build a chase with multiple paths that split and rejoin so you can have a shortcut (with easier DCs or fewer obstacles) or paths that appeal to different types of characters. For instance, one obstacle might allow a PC who critically succeeds at a {@skill Perception} check to find a faster path along a canal, without the obstacles of a busy street. This can be fun, but can also split up the group. Familiarize yourself with the Solo Chases sidebar above to make similar adjustments for a divided group."
									]
								},
								{
									"type": "pf2-brown-box",
									"source": "GMG",
									"page": 157,
									"name": "SOLO CHASES",
									"entries": [
										"Sometimes circumstances might require you to run a chase where the PCs are each progressing individually, rather than as a group, such as if they get split up. The danger therein is that a player can easily become frustrated if their character is stuck at an obstacle where it's extremely difficult to succeed at either choice, and no allies can help them. In these chases, it's best to allow even a single success be enough for a character to progress to the next obstacle, and have a critical success give the character a +2 circumstance bonus on their first check against the next obstacle."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 157,
									"name": "Ending Chases",
									"entries": [
										"Once you have the obstacles, decide the end conditions.",
										"Chases often end when the pursuer reaches the same obstacle as the pursued, leading to a combat encounter or other scene. However, it's less clear when to end a chase otherwise. It's typically best to have an obstacle that ends the chase with the pursued character getting away, as long as they overcome the obstacle before being captured. This is usually better than ending the chase after a certain number of rounds, because reaching a hideaway makes more narrative sense and because you might not be able to predict how far the pursued characters move in those rounds, making you run out of obstacles. You can also end the chase in favor of the pursued characters if they ever get a certain number of obstacles ahead of the pursuers (typically three), as the pursuers simply lose the trail. You should still have an end point to the chase, though, in case that never happens."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 157,
									"name": "Types of Chases",
									"entries": [
										{
											"type": "list",
											"items": [
												"{@b Chase Down:} The PCs pursue adversaries. The PCs go second in initiative since they're the pursuers. Start the enemies one obstacle ahead of the PCs (or at the same location for a short chase), and end the chase if the PCs catch up to the enemies, or if the enemies reach a certain location that represents their safety or escape.",
												"{@b Run Away:} The PCs attempt to escape. They'll go first in initiative since they're being pursued. It's usually best to start them one obstacle ahead of their foes and end the chase if they reach a certain location or are three obstacles ahead of their foes at the end of a round.",
												"{@b Beat the Clock:} The PCs try to get through all the obstacles before a certain number of rounds passes, such as if the PCs are trying to outrun a natural disaster or race in a timed challenge. The number of obstacles should usually be equal to the number of rounds.",
												"{@b Competitive Chase:} The PCs and their adversaries are both chasing the same thing or trying to reach the same location, and whoever gets there first wins. This works like chase down, except that either party could win. Because there is more than one set of pursuers, you might have the PCs and their competitors roll initiative to see who goes first each round (while still moving all NPCs at a steady rate.)"
											]
										}
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 158,
							"name": "Running a Chase",
							"entries": [
								"When running a chase, narrate the scene and give vivid descriptions of the obstacles the PCs face, rather than just reading off a list of skills and immediately having the players start rolling dice and making checks. A chase is a framework for roleplaying, not just a dice game. Encourage the PCs to describe what they're doing, and how they're helping their comrades overcome each obstacle.",
								"Typically, it's best to tell the players the DCs of the default options, so they can make informed decisions. At the least, you should indicate the relative difficulty of the clear paths. The PCs are adventurers, so they're experienced at assessing which path is going to be easier or harder.",
								"Try to make it feel like the PCs are really part of a chase scene, like in a movie. As each side makes progress, describe how they pull ahead or close the gap. PCs far from their foes might hear shouts in the distance. As they get closer, they catch glimpses, and then finally see their quarry in full view once they're on the enemies' heels. Think about how the events of the chase affect the environment, as well. For instance, if a kaiju is chasing after the PCs, after the PCs overcome an obstacle consisting of a thick copse of trees, you could describe how the kaiju flattens the trees beneath its feet as it stomps after them.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 158,
									"name": "Visual Aids",
									"entries": [
										"It can help your players visualize the chase to use a series of cards or a rough map (such as a large-scale city map rather than a 5-foot grid) to show locations. Use one miniature or token to represent each side of the chase. You might place cards with obstacle names on them face down, revealing them as PCs reach them, and letting a PC peek at an upcoming card if they scout it from a distance."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 158,
									"name": "If the Pcs Get Stuck",
									"entries": [
										"Sometimes despite their best efforts, an obstacle will stymie the PCs over and over again. In most cases, after 3 rounds of the PCs struggling with an obstacle that requires the standard number of Chase Points, it's a good idea to just say they found another way around it. If the obstacle requires more or fewer Chase Points, you can change the number of rounds before letting them get past it. If presenting another way around the obstacle just doesn't make sense, such as if a spherical barrier completely blocks the PCs, you might introduce an NPC or other outside force that can help them bypass it, but at a high cost."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 158,
							"name": "Sample Obstacles",
							"entries": [
								"You can use the following obstacles in your chases, which are organized by environment. The name is followed by the level of group they're best suited for, and many include both a basic version for lower levels and a higher-level version.",
								{
									"type": "table",
									"source": "GMG",
									"page": 159,
									"name": "UNDERGROUND OBSTACLES",
									"labelRowIdx": [],
									"colStyles": [
										"bold",
										""
									],
									"colSizes": [
										1,
										4
									],
									"rows": [
										[
											"Crumbling Corridor (1st)",
											"DC 13 {@skill Acrobatics} to avoid disturbing the walls, DC 15 {@skill Crafting} to shore up the walls; {@b Quaking Corridor (11th)} DC 25 {@skill Acrobatics}, DC 30 {@skill Crafting}"
										],
										[
											"Fungus Grotto (1st)",
											"DC 15 Fortitude to endure poisonous spore, DC 13 {@skill Survival} to avoid the mushrooms; {@b Virulent Fungi (5th)} DC 20 Fortitude, DC 18 {@skill Survival}"
										],
										[
											"Pit Trap (1st)",
											"DC 13 {@skill Athletics} to quickly climb out, DC 15 {@skill Perception} to spot the trap before it's triggered; {@b Exceptional Pit Trap (5th)} DC 20 {@skill Athletics}, DC 18 {@skill Perception}"
										],
										[
											"Wandering Gelatinous Cube (1st)",
											"DC 18 {@skill Occultism} to identify its deficiencies, DC 15 {@skill Stealth} to sneak past; {@b Wandering Black Pudding (7th)} DC 24 {@skill Occultism}, DC 19 {@skill Stealth}"
										],
										[
											"Collapsed Tunnel (5th)",
											"DC 20 {@skill Athletics} to dig through, DC 18 {@skill Perception} to find a secret door around; Ancient Collapse (12th) DC 30 {@skill Athletics}, DC 28 {@skill Perception}"
										],
										[
											"Pendulum Trap (5th)",
											"DC 20 Reflex to dodge the blades, DC 15 {@skill Thievery} to disable the tap; {@b Panoply of Pendulums (12th)} DC 30 Reflex, DC 28 {@skill Thievery}"
										],
										[
											"Wooden Portcullis (8th)",
											"DC 25 {@skill Acrobatics} to squeeze through, DC 20 {@skill Athletics} to lift the gate; {@b Iron Portcullis (11th)} DC 25 {@skill Acrobatics}, DC 30 {@skill Athletics}"
										]
									]
								},
								{
									"type": "table",
									"source": "GMG",
									"page": 159,
									"name": "URBAN OBSTACLES",
									"labelRowIdx": [],
									"colStyles": [
										"bold",
										""
									],
									"colSizes": [
										1,
										4
									],
									"rows": [
										[
											"Crowd (1st)",
											"DC 15 {@skill Acrobatics} or {@skill Athletics} to weave or push through, DC 13 {@skill Society} to follow the flow; {@b Festival Crowd (4th)} DC 20 {@skill Athletics}, DC 18 {@skill Society}"
										],
										[
											"Fruit Cart (1st)",
											"DC 13 {@skill Athletics} to vault over or smash through, DC 15 {@skill Intimidation} to make the merchant move it; {@b Merchant Pavilion (5th)} DC 20 {@skill Athletics}, DC 22 {@skill Intimidation}"
										],
										[
											"Guard Dog (1st)",
											"DC 14 {@skill Nature} to calm, DC 16 {@skill Stealth} to sneak past; {@b Guard Roc (9th)} DC 26 {@skill Nature}, DC 28 {@skill Stealth}"
										],
										[
											"Rickety Rooftops (1st)",
											"DC 15 {@skill Acrobatics} to cross clotheslines, DC 13 {@skill Athletics} to jump from roof to roof; {@b Crumbling, Steep Rooftops (5th)} DC 18 {@skill Acrobatics}, DC 20 {@skill Athletics}"
										],
										[
											"Wooden Fence (1st)",
											"DC 13 {@skill Athletics} to climb over, DC 15 {@skill Thievery} to unlock a gate; {@b High Iron Fence (8th)} DC 20 {@skill Athletics}, DC 25 {@skill Thievery}"
										],
										[
											"Gang of Hooligans (2nd)",
											"DC 13 {@skill Deception} to trick, DC 15 {@skill Stealth} to sneak past; {@b Elite Criminals (12th)} DC 28 {@skill Deception}, DC 30 {@skill Stealth}"
										],
										[
											"Twisting Alleyways (2nd)",
											"DC 17 {@skill Perception} to find a path, DC 13 {@skill Society} to recall a map; {@b Multi-Story Maze (7th)} DC 22 {@skill Perception}, DC 20 {@skill Society}"
										]
									]
								},
								{
									"type": "table",
									"source": "GMG",
									"page": 159,
									"name": "WILDERNESS OBSTACLES",
									"labelRowIdx": [],
									"colStyles": [
										"bold",
										""
									],
									"colSizes": [
										1,
										4
									],
									"rows": [
										[
											"Deep Mud (1st)",
											"DC 15 {@skill Athletics} to slog through, DC 13 {@skill Perception} to find a path; {@b Horrid Bog (5th)} DC 20 {@skill Athletics}, DC 18 {@skill Perception}"
										],
										[
											"Downpour (1st)",
											"DC 13 Fortitude to push through, DC 15 {@skill Nature} to predict the weather; {@b Magical Thunderstorm (5th)} DC 30 Fortitude, DC 25 {@skill Nature}"
										],
										[
											"Rope Bridge (1st)",
											"DC 15 {@skill Acrobatics} to cross carefully, DC 13 {@skill Crafting} to make repairs; {@b Solitary Frayed Rope (11th)} DC 25 {@skill Acrobatics}, DC 30 {@skill Crafting}"
										],
										[
											"Rushing River (1st)",
											"DC 15 {@skill Athletics} to swim or hop across stones, DC 13 {@skill Survival} to find a ford nearby;{@b Flash Flood (5th)} DC 20 {@skill Athletics}, DC 18 {@skill Survival}"
										],
										[
											"Steep Hills (1st)",
											"DC 13 {@skill Athletics} to climb across, DC 15 {@skill Perception} to find easier path; {@b Rugged Mountain (5th)} DC 20 {@skill Athletics}, DC 18 {@skill Perception}"
										],
										[
											"Swarm of Wasps (1st)",
											"DC 15 Fortitude to endure stings, DC 13 {@skill Survival} to smoke them out; {@b Those Aren't Wasps! (5th)} DC 20 Fortitude, DC 18 {@skill Survival}"
										],
										[
											"Tangled Forest (2nd)",
											"DC 17 {@skill Perception} to find the way, DC 13 {@skill Survival} to plot a path; {@b Enchanted Forest (5th)} DC 20 {@skill Perception}, DC 18 {@skill Survival}"
										]
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Infiltration",
			"category": "Subsystem",
			"source": "GMG",
			"page": 160,
			"entries": [
				{
					"type": "pf2-h1",
					"source": "GMG",
					"page": 160,
					"name": "Infiltration",
					"entries": [
						{
							"type": "pf2-h1-flavor",
							"source": "GMG",
							"page": 160,
							"entries": [
								"Not all elements of an adventure can be resolved with force of arms and the sizzle of deadly magic. Sometimes subtlety is required to circumvent foes or accomplish a goal. When the characters need to rely on improvisation and fast thinking to infiltrate a stronghold or organization to save the day, the infiltration subsystem provides a framework for those adventures."
							]
						},
						"An infiltration requires the heroes to employ guile and subtlety to achieve one or more objectives without directly confronting their enemies. The PCs' goal might be sneaking into a den of thieves to relieve them of ill-gotten gains, navigating the winding passages of the city watch headquarters to break a friend out of prison, or putting themselves in just the right spot to snatch up the right person or the correct item at just the right time. Whatever the case, the heroes are working to avoid drawing the attention of an opposing party, such as the members of a thieves' guild, the prison guards, or the invited guests at an upscale gala. Should the heroes draw too much attention, they might be attacked, arrested, or thrown out\u2014in any case, blocked from accomplishing their goal.",
						"An infiltration is fundamentally a roleplaying activity. The players narrate their characters' actions in response to the situations around them, and the infiltration subsystem provides a framework to measure incremental success within the overall endeavor. An infiltration takes place over the course of multiple rounds, though it's up to you to determine how long a round is. One round might encompass 10 minutes or 1 hour of in-world time, or something completely different depending on the story and your group's preferences.",
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 160,
							"name": "Building an Infiltration",
							"entries": [
								"When creating an infiltration, you'll want to start with the party's broad goals and an idea of how much time you and your players want to spend. The more complex an infiltration, the longer it will take to play out at the table.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 160,
									"name": "Objective",
									"entries": [
										"The first thing you'll need to determine is the party's objective, or broad goal. Maybe the PCs need to find their way into some {@condition hidden} sanctum, find a particular person within an organization, locate and get away with a bit of treasure, or plant a piece of evidence. An infiltration can consist of a single objective, but a more complex one might include two or more objectives in sequence\u2014the PCs might first need to find a way to enter the cult's sanctum, then open the vault, and then escape with the relic.",
										"To achieve an objective, the PCs must overcome a certain number of obstacles\u2014specific challenges the PCs face, such as getting across a moat or past a nosy butler. For a simple objective, they might need to overcome only one or two obstacles, while a more complex one might require several.",
										"It's a good idea to offer more obstacles as options than the characters need to overcome, and the PCs don't all have to choose the same ones. This represents the fact that there's more than one way into a castle, and allows PCs to choose obstacles that play to their strengths. It also means you have more options you can adapt if the PCs decide on a truly novel way to tackle their objective.",
										"Once a character has overcome the required number of obstacles to reach the objective, they move on to the next objective. This might mean that some characters move on to a second objective and start making progress toward it while other characters are still completing obstacles from the first objective. When all characters have completed the final objective, the infiltration is a success!",
										"While the characters are pursuing their objectives, however, they need to avoid notice. Awareness Points (AP) measure the extent to which an opposing party is aware of the PCs' actions, and apply to the party as a whole. As the PCs' Awareness Points increase, the infiltration becomes more difficult as the opposition shores up its defenses. If the PCs generate too many Awareness Points, they are found out and their infiltration fails altogether!"
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 160,
									"name": "Obstacles",
									"entries": [
										"Each obstacle has certain statistics that define how it works in play. Infiltration Points (IP) represent a character's progress toward overcoming an obstacle. Each obstacle requires gaining a certain number of Infiltration Points to overcome\u2014typically 1 or 2, but some challenging obstacles might require more. PCs can gain Infiltration Points in multiple ways\u2014usually through a skill or {@skill Perception} check, but sometimes another roll or even the use of a spell or item. These methods are listed in the obstacle's Overcome entry. Unlike obstacles for chases, these use a difficulty band for the PCs' level, rather than using set DCs.",
										"The Overcome entry also lists whether the PCs need to overcome an object individually or as a group. For individual obstacles, each PC needs to earn the required number of Infiltration Points themself, while for group obstacles, all PCs working toward that obstacle pool their Infiltration Points toward it together. For example, each PC trying to scale a wall needs to earn points on their own, but the PCs could work together to search a guildhall for clues, and once one PC has picked a lock, everyone can enter.",
										"A particular PC can overcome an individual obstacle only once during an objective; likewise, the party can overcome a group obstacle only once.",
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 161,
											"name": "Obstacles in Play",
											"entries": [
												"On a character's turn, the character describes what they do to get past the obstacle. They then attempt any required check (or perform the required action, if their choice doesn't require a check). The result of the check determines how many Infiltration Points the character gains toward overcoming that obstacle\u2014or whether they instead raise suspicions and accrue Awareness Points!",
												{
													"type": "successDegree",
													"entries": {
														"Critical Success": "The PC gains 2 Infiltration Points.",
														"Success": "The PC gains 1 Infiltration Point.",
														"Failure": "The PCs accrue 1 Awareness Point.",
														"Critical Failure": "The PCs accrue 2 Awareness Points."
													}
												},
												"If the character's actions automatically help without requiring a check, like using a spell, they usually gain 1 IP, but you can award 2 for particularly {@condition helpful} actions.",
												"Sometimes a PC might become stuck on an individual obstacle. Some opportunities (page 162) allow PCs to spend their turn helping others overcome a tricky obstacle."
											]
										},
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 161,
											"name": "Pacing",
											"entries": [
												"The number of obstacles to require the PCs to overcome for an objective depends partly on the complexity of the infiltration. For shorter infiltrations, use fewer and lower-IP obstacles; for a longer, more complex heist, you can add more obstacles with greater complexity. Also, bear in mind how many checks the PCs will need to attempt to complete their obstacles. An objective with mostly low-IP group obstacles will move quickly because only a few rolls are required, compared to one with mostly individual obstacles that each PC needs to roll separately for."
											]
										},
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 161,
											"name": "Sample Obstacles",
											"entries": [
												"While you'll want to create custom obstacles to suit the details of your infiltration, the following examples can be used directly in many infiltrations, or as inspiration for your own creations. You can also use the sample chase obstacles on page 159 as starting points.",
												{
													"type": "data",
													"tag": "generic",
													"style": "book",
													"data": {
														"name": "Guard Post",
														"category": "Obstacle",
														"sections": [
															[
																[
																	{
																		"name": "Infiltration Points",
																		"entry": "2 (individual);"
																	},
																	{
																		"name": "Overcome",
																		"entry": "standard, hard, or very hard {@skill Deception}, {@skill Diplomacy}, or Stealth"
																	}
																]
															],
															[
																[
																	"Guards cluster at a checkpoint, alert for unusual activity."
																]
															]
														]
													}
												},
												{
													"type": "data",
													"tag": "generic",
													"style": "book",
													"data": {
														"name": "Locked Door",
														"category": "Obstacle",
														"sections": [
															[
																[
																	{
																		"name": "Infiltration Points",
																		"entry": "1 (group);"
																	},
																	{
																		"name": "Overcome",
																		"entry": "hard or very hard {@skill Athletics} or Thievery"
																	}
																]
															],
															[
																[
																	"A locked door separates the heroes from their target."
																]
															]
														]
													}
												},
												{
													"type": "data",
													"tag": "generic",
													"style": "book",
													"data": {
														"name": "Trap",
														"category": "Obstacle",
														"sections": [
															[
																[
																	{
																		"name": "Infiltration Points",
																		"entry": "3 (group);"
																	},
																	{
																		"name": "Overcome",
																		"entry": "hard or very hard Thievery"
																	}
																]
															],
															[
																[
																	"A trap bars the characters' passage. This obstacle follows the normal degrees of success for an obstacle, with the following modification for critical failure.",
																	{
																		"type": "successDegree",
																		"entries": {
																			"Critical Failure": "The PCs accrue 2 AP as normal, and the PC who critically fails the {@skill Thievery} check also triggers the trap."
																		}
																	}
																]
															]
														]
													}
												}
											]
										}
									]
								},
								{
									"type": "pf2-brown-box",
									"source": "GMG",
									"page": 161,
									"name": "SETTING INFILTRATION SKILLS AND DCS",
									"entries": [
										"Many of the sample infiltration activities and events give a DC range instead of a fixed DC. Set the DCs based on the standard DC of the party level using the table on page 503 of the Core Rulebook, and adjust them using Table 10\u20136: DC Adjustments on page 504. When given a range of skills for an activity or event, you should vary the difficulty based on the needs of the story. For instance, if a PC is Scouting a Location, you might want to use a low DC for {@skill Stealth} (because it's easier to scout when {@condition unnoticed}), a hard one for {@skill Perception} (because while the PC might see the enemy, the enemy might also see them), and a very hard DC for {@skill Society} (because walking in like you belong is difficult if you don't have an invitation or the right uniform). This not only adds a certain degree of plausibility, but by planning for and allowing a broad range of skills as means to complete the activity, you also become better prepared for when your players improvise."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 161,
									"name": "Awareness Points",
									"entries": [
										"The trick of any infiltration is to get it done before anyone notices. Awareness Points measure the opposition's awareness of the PCs' efforts, helping you keep the pressure on and ramp up the urgency. While Infiltration Points are specific to a given obstacle, Awareness Points are a single pool spanning the entire infiltration and all participants.",
										"Awareness Points increase in three different ways. When a PC fails a check to overcome an obstacle, they incur 1 Awareness Point (or 2 on a critical failure) Other failed checks during the infiltration typically don't increase the Awareness Point total unless the failure would reasonably cause a disruption. Awareness Points also increase by 1 at the end of each round of the infiltration, as the passage of time makes it more likely that the PCs will be discovered. Finally, the PCs earn Awareness Points whenever their activities are disruptive enough to draw attention to the infiltration, subject to GM discretion.",
										"The effects of Awareness Points occur when the PCs reach certain thresholds. The specific effects and thresholds are up to you and your story, but typically for every 5 AP the PCs accrue, the challenges become harder, and if the PCs accrue enough Awareness Points (usually equal to twice the number of Infiltration Points necessary for the party as a whole to overcome all necessary obstacles), the infiltration fails.",
										"Each threshold should have an effect. It might increase the DCs for obstacles, introduce a complication, spark a combat encounter, or have other effects. Reaching the highest tier of Awareness Points means that the PCs fail, but that doesn't have to be the end of the story! Failed infiltrations are an opportunity to introduce new challenges and move the story forward in a different way.",
										"This basic Awareness Point scheme for an infiltration requiring the PCs to earn 10 IP can be used as is or tailored to your game.",
										"{@b 5 Awareness Points:} Suspicions are raised. Increase the DCs for obstacles by 1. The first time the PCs reach this tier, a complication occurs.",
										"{@b 10 Awareness Points:} The first time the PCs reach this tier, a complication occurs.",
										"{@b 15 Awareness Points:} Increase the DCs for obstacles by a total of 2, and the first time the PCs reach this tier, a complication occurs.",
										"{@b 20 Awareness Points:} The infiltration fails."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 162,
									"name": "Complications",
									"entries": [
										"Sometimes when a plan goes sour and seems like it can't get worse, it does. Complications are unexpected problems that compound the difficulty of a challenge. The party might trigger a complication by critically failing a check to overcome a challenge, by reaching a certain threshold of Awareness Points, if you need to spice up the infiltration, or through their own decisions\u2014maybe the wizard's castle has various wards, each triggered when a PC attempts to use a different kind of magic.",
										"Many complications increase Awareness Points or otherwise make infiltration more difficult. A common form of complication is attracting the attention of guards who try to stop, capture, or even kill the PCs. When this happens, the infiltration may briefly shift into encounter mode as the PCs attempt to defeat their assailants\u2014hopefully taking care not to arouse more suspicions. The sounds of battle are loud, so unless combat occurs in an isolated area or the PCs take precautions, each round of unmitigated combat noise causes them to gain Awareness Points, at the very least.",
										"When you create a complication, decide on the details of how it will play out. Each complication has a trigger that determines when it occurs. It might affect only a single character, or it might affect everyone in a certain area, and you'll need to determine whether multiple PCs can work together to overcome it or whether only one can. Complications must be overcome before the characters involved can overcome other obstacles, and attempting to overcome a complication takes a character's turn just like trying to overcome an obstacle. Many complications are one-off events and are overcome automatically, even on a failure, though not without a cost. If a complication requires PCs to gain Infiltration Points to clear it, it has an Infiltration Points entry, just like an obstacle.",
										"Don't overwhelm the characters with complications. Typically, you'll want to aim for two complications per AP threshold. Otherwise, the PCs may end up spending more time on the complications than on the heist itself, and the chance of failure may be too high.",
										"The following example is a common complication that could occur in almost any infiltration.",
										{
											"type": "data",
											"tag": "generic",
											"style": "book",
											"data": {
												"name": "Do I Know You?",
												"category": "Complication",
												"sections": [
													[
														[
															{
																"name": "Trigger",
																"entry": "The PCs reach 5 Awareness Points for the first time."
															}
														],
														[
															{
																"name": "Overcome",
																"entry": "standard, hard, or very hard {@skill Deception}, {@skill Diplomacy}, {@skill Performance}, or Stealth"
															}
														]
													],
													[
														[
															"Someone thinks they recognize you, and you must either convince them otherwise before slipping away or find a way to dodge the person entirely.",
															{
																"type": "successDegree",
																"entries": {
																	"Success": "You convince or otherwise dodge the person.",
																	"Failure": "You are recognized, and the party accrues 1 AP.",
																	"Critical Failure": "As failure, but the party accrues 2 AP."
																}
															}
														]
													]
												]
											}
										}
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 162,
									"name": "Opportunities",
									"entries": [
										"Not everything that happens during an infiltration is a challenge that must be solved\u2014sometimes PCs can use their turns to aid the group in some way. Opportunities are very similar to obstacles, but they don't provide Infiltration Points or count toward the objective. They instead provide some kind of benefit, such as a magical password to disable security features further along, reducing the party's Awareness Points, or lowering the DC for a later challenge. But opportunities sometimes come with risks\u2014failing can increase the PCs' Awareness Points or trigger complications. You'll need to decide what opportunities are available and when, and whether they can be completed multiple times or only once. For example, the PCs can steal the guard's keys only once, but can cause a distraction several times.",
										"Some opportunities might be available at almost any time in any infiltration, like this example.",
										{
											"type": "data",
											"tag": "generic",
											"style": "book",
											"data": {
												"name": "Smooth The Path",
												"category": "Opportunity",
												"sections": [
													[
														[
															{
																"name": "Requirements",
																"entry": "The PC has successfully completed an individual objective and some other PCs have not."
															}
														]
													],
													[
														[
															"Having completed your objective, you help an ally who is still trying to reach that goal. Describe how you are helping. This gives the ally the benefits of {@action Follow the Expert||Following the Expert}. In unusual cases, the GM might allow you to attempt a relevant skill check to overcome the obstacle on behalf of the other PC instead."
														]
													]
												]
											}
										}
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 162,
							"name": "PC Preparations",
							"entries": [
								"Sometimes the party has a chance to prepare before conducting their infiltration, by scouting a location, bribing officials, and so on. This takes the form of special downtime activities that can give the PCs Edge Points (EP): resources and advantages they can bring to bear during their infiltration, such as stolen uniforms, forged documents, and the like. As with infiltration opportunities, careless work runs the risk of increasing Awareness Points\u2014but in this case, before the infiltration even begins!",
								"Typically, you'll limit the preparation phase in some way, such as by setting a number of days the PCs have to prepare and by constraining how many preparation activities are available to make sure the PCs aren't entering the infiltration with so many Edge Points that the infiltration is no longer suspenseful. The more opportunities for Edge Points you give, the lower you should set the Awareness Point thresholds for complications and failure. Also decide how many times the characters can benefit from each preparation activity\u2014most activities should grant their benefits only once.",
								"You can use the activities below for your infiltration by adjusting the details, but you should also create custom activities that link directly to your story.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 163,
									"name": "Edge Points",
									"entries": [
										"Edge Points (EP) represent advantages the party gains by proper planning, quick thinking, the intervention of an ally, or some other benefit. They are typically gained by pursuing opportunities in previous infiltrations or through preparation before the infiltration. When a PC fails or critically fails a check to overcome an obstacle or a complication, they can spend an Edge Point to succeed instead. Some Edge Points can be spent only during particular circumstances\u2014for instance, no matter how well you forge documents, it won't help you unlock a door\u2014so consider using unique tokens to represent such Edge Points."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 163,
									"name": "Preparation Activities",
									"entries": [
										{
											"type": "ability",
											"style": "full",
											"name": "Bribe Contact",
											"traits": [
												"downtime",
												"secret"
											],
											"cost": "A bribe worth at least one-tenth of the Currency per Additional PC listed on {@table Party Treasure by Level||Table 10\u20139: Party Treasure by Level}. Doubling this amount grants a +2 circumstance bonus to the check.",
											"requirements": "You've successfully {@action Gain Contact|GMG|Gained a Contact}.",
											"entries": [
												"You offer a bribe to your contact to help the heist in some way. Attempt a hard or very hard {@skill Deception} or {@skill Diplomacy} check.",
												{
													"type": "successDegree",
													"entries": {
														"Success": "The contact accepts the bribe and you gain 1 EP.",
														"Failure": "You believe you successfully Bribed your Contact and gained 1 EP, but in fact the contact informs the opposition of the attempted bribery, adding 1 AP to the infiltration. The GM can reveal that this Edge Point grants no benefit at any point during the infiltration, as befits the story.",
														"Critical Failure": "As failure, but adding 2 AP to the infiltration."
													}
												}
											]
										},
										{
											"type": "ability",
											"style": "full",
											"name": "Forge Documents",
											"traits": [
												"downtime",
												"secret"
											],
											"entries": [
												"You prepare forgeries that might serve as convincing props. Attempt a hard or very hard Society check.",
												{
													"type": "successDegree",
													"entries": {
														"Success": "You create convincing forgeries and gain 1 EP you can use only when presenting some form of paperwork.",
														"Failure": "You create unconvincing documents. You gain 1 EP that (unknown to you) grants no benefit when used.",
														"Critical Failure": "As a failure, but a PC who tries to use the Edge Point gets a critical failure, even if they use the Edge Point after rolling a failure."
													}
												}
											]
										},
										{
											"type": "ability",
											"style": "full",
											"name": "Gain Contact",
											"traits": [
												"downtime"
											],
											"entries": [
												"You try to make contact with an individual who can aid you in the infiltration. Attempt a normal, hard, or very hard DC {@skill Diplomacy} or Society check, or a check using a Lore skill appropriate to your prospective contact.",
												{
													"type": "successDegree",
													"entries": {
														"Success": "You make contact and gain 1 EP.",
														"Failure": "You fail to make contact.",
														"Critical Failure": "You insult or spook the contact in some way. Future attempts take a \u20132 circumstance penalty."
													}
												}
											],
											"special": [
												"Multiple critical failures might cause the contact to work against the PCs in some way, likely increasing the party's Awareness Points."
											]
										},
										{
											"type": "ability",
											"style": "full",
											"name": "Gossip",
											"traits": [
												"downtime",
												"secret"
											],
											"entries": [
												"You seek out rumors about the infiltration's target. Attempt a normal, hard, or very hard {@skill Diplomacy} check.",
												{
													"type": "successDegree",
													"entries": {
														"Critical Success": "You gain inside information about the location or group you're trying to infiltrate. This grants you a +2 circumstance bonus to future checks you attempt for preparation activities for this infiltration. If you share this information, those you share it with also gain this bonus.",
														"Success": "You gain inside information about the place or group you're attempting to infiltrate that aids your planning.",
														"Failure": "You learn nothing.",
														"Critical Failure": "You hear a few mistaken rumors and take a \u20132 circumstance penalty to your next check for a preparation activity. Word spreads around that you're asking after that group or individual, increasing your Awareness Points by 1."
													}
												}
											]
										},
										{
											"type": "ability",
											"style": "full",
											"name": "Scout Location",
											"traits": [
												"downtime",
												"secret"
											],
											"entries": [
												"You spend time observing the place or group you wish to infiltrate. Attempt a normal, hard, or very hard DC Perception, Society or {@skill Stealth} check.",
												{
													"type": "successDegree",
													"entries": {
														"Success": "You make observations that provide 1 EP.",
														"Failure": "You learn nothing particularly noteworthy.",
														"Critical Failure": "You misjudge some aspect of what you observed, gaining 1 EP that results in a critical failure instead of a success when used, even if a PC uses the Edge Point after rolling a failure."
													}
												}
											]
										},
										{
											"type": "ability",
											"style": "full",
											"name": "Secure Disguises",
											"traits": [
												"downtime"
											],
											"entries": [
												"You seek to procure or create disguises. Attempt a normal, hard, or very hard {@skill Crafting}, {@skill Deception}, {@skill Performance}, or Society check.",
												{
													"type": "successDegree",
													"entries": {
														"Success": "You procure or creates disguises, gaining 1 EP that can be used only to maintain a cover identity.",
														"Failure": "Your efforts result in an unusable disguise."
													}
												}
											]
										}
									]
								},
								{
									"type": "pf2-brown-box",
									"source": "GMG",
									"page": 163,
									"name": "BUILDING AN INFILTRATION",
									"entries": [
										"For most infiltrations, you'll want to detail the site or group the PCs are trying to infiltrate. This might involve mapping a building or fleshing out NPCs within the organization\u2014or, most likely, both. You likely need to know the party's objectives before you can decide on these details, but knowing this information can help you brainstorm the obstacles, opportunities, and complications of the infiltration itself. Also, with details on the site and its adversaries, you can more confidently improvise when the PCs do something unexpected!"
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Reputation",
			"category": "Subsystem",
			"source": "GMG",
			"page": 164,
			"entries": [
				{
					"type": "pf2-h1",
					"source": "GMG",
					"page": 164,
					"name": "Reputation",
					"entries": [
						{
							"type": "pf2-h1-flavor",
							"source": "GMG",
							"page": 164,
							"entries": [
								"Sometimes it's crucial to know how groups of people feel about the PCs. That's where reputation comes into play. The reputation subsystem is a simple way to use Victory Points to determine how the PCs stand with such groups."
							]
						},
						"Reputation is a mid- to long-term subsystem wherein the PCs accumulate or lose Reputation Points with a particular group of people, whether it be a guild, a government, a church, a village, or anything else you can think of. The PCs gain Reputation Points by performing favors for the organization, to a maximum of 50 Reputation Points, and lose Reputation Points by doing disservices, to a minimum of \u201350 Reputation Points.",
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 164,
							"name": "Favors",
							"entries": [
								"Each favor the PCs perform for a group normally grants the PCs Reputation Points with that group.",
								{
									"type": "list",
									"items": [
										"Minor favors are simple, basic tasks that don't take too much effort for a PC to perform or much time at the table. Minor favors grant 1 Reputation Point.",
										"Moderate favors require a significant amount of effort and often take up a session or a noticeable chunk of a single session to complete. Moderate favors grant 2 Reputation Points.",
										"Major favors are a sizable endeavor, typically an entire quest involving several sessions. Major favors grant 5 Reputation Points."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 164,
							"name": "Disservices",
							"entries": [
								"On the flip side, disservices are a catchall for ways the PCs might make a group angry, whether it's through actual malice and planning on the PCs' part or simply by accident. Unlike favors, disservices don't have as easy a correspondence with in-game time; a quick but particularly egregious action could easily still be a major disservice. Disservices normally lose the PCs Reputation Points.",
								{
									"type": "list",
									"items": [
										"Minor disservices could be small but significant missteps, or accumulated slights and inconveniences. Minor disservices take away 1 Reputation Point.",
										"Moderate disservices are more than just a nuisance or annoyance, generally significantly hindering the group's efforts or violating a fundamental tenet of the group's beliefs in a significant but not egregious way. Moderate disservices take away 2 Reputation Points.",
										"Major disservices are incredibly antagonistic to a group, usually a single brazen act, such as thwarting a cabal's apocalyptic doomsday plan. Major disservices take away at least 5 Reputation Points, or more if they are particularly egregious. They might be so terrible that the PCs immediately lose all their Reputation Points and {@i then} lose 5 more Reputation Points."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 164,
							"name": "Reputations",
							"entries": [
								"PCs generally start with a reputation of \"ignored\" with most groups, as most groups have never heard of them.",
								"If they are particularly famous or infamous among related groups, the PCs might start at a different reputation of your choice. The reputation is generalized to the whole group\u2014an individual NPC can hold a different opinion.",
								{
									"type": "table",
									"source": "GMG",
									"page": 164,
									"name": "REPUTATIONS",
									"id": "3-2",
									"colStyles": [
										"",
										"text-center",
										"",
										""
									],
									"rows": [
										[
											"Reputation",
											"Reputation Points",
											"Raised By",
											"Lowered By"
										],
										[
											"Revered",
											"30 to 50",
											"Major favor",
											"Moderate or major disservice"
										],
										[
											"Admired",
											"15 to 29",
											"Major favor",
											"Any disservice"
										],
										[
											"Liked",
											"5 to 14",
											"Moderate or major favor",
											"Any disservice"
										],
										[
											"Ignored",
											"\u20134 to 4",
											"Any favor",
											"Any disservice"
										],
										[
											"Disliked",
											"\u20135 to \u201314",
											"Any favor",
											"Moderate or major disservice"
										],
										[
											"Hated",
											"\u201315 to \u201329",
											"Any favor",
											"Major disservice"
										],
										[
											"Hunted",
											"\u201330 to \u201350",
											"Moderate or major favor",
											"Major disservice."
										]
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 164,
									"name": "Ignored",
									"entries": [
										"The PCs either aren't on this group's radar or the group knows about the PCs but is generally ambivalent to them.",
										"This is the default for most PCs with most groups, and it carries no special benefits or detriments."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 164,
									"name": "Liked",
									"entries": [
										"The PCs have gained this group's favor. Many members of the group know about the PCs, and those who do are usually {@condition friendly} to them. At this reputation, only moderate and major favors accrue Reputation Points; it takes more to impress the group further."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 164,
									"name": "Admired",
									"entries": [
										"The PCs have earned this group's admiration. The majority of the group knows about the PCs and have an extremely favorable opinion toward them. Many members of the group are {@condition helpful} toward the PCs, and those who aren't are {@condition friendly}. Only major favors accrue Reputation Points."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 164,
									"name": "Revered",
									"entries": [
										"The group reveres the PCs as heroes and celebrities. Every member has heard of the PCs, is {@condition helpful} toward them, and would take major risks to assist them. Only major favors accrue Reputation Points, and only moderate or major disservices can reduce them."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 165,
									"name": "Disliked",
									"entries": [
										"The PCs have a poor reputation among members of this group. Many members of the group know about the PCs, and are usually {@condition unfriendly} to them. At this reputation, only moderate and major disservices reduce Reputation Points."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 165,
									"name": "Hated",
									"entries": [
										"The PCs have earned this group's ire. The vast majority of the group knows about the PCs and have an extremely unfavorable opinion toward them. Many members of the group are {@condition hostile} toward the PCs, and those who aren't are {@condition unfriendly}. When presented an easy opportunity to hurt the PCs, the group will jump at the chance. Only major disservices can still reduce Reputation Points."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 165,
									"name": "Hunted",
									"entries": [
										"The group actively hunts the PCs as scapegoats or nemeses, even at significant cost to itself. Every member has heard of the PCs, is {@condition hostile} toward them, and would take major risks to thwart or destroy them. Only major disservices can still reduce Reputation Points, and only moderate or major favors can increase them."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 165,
							"name": "Running Reputation",
							"entries": [
								"Using Reputation Points in the background allows you to track the PCs' status with a variety of groups or factions in your campaign based on the PCs' actions and choices. This is especially useful for a sandbox campaign or other structure with numerous possibilities, helping you build a reactive structure and track how PCs are doing with groups they interact with only occasionally. When the point totals don't fit the story, use common sense. For instance, if the PCs are hunted by the town guard due to a corrupt mayor, but then perform a major quest revealing the mayor's wrongdoing and saving the town, that might jump them from the worst negative reputation to a much more positive reputation. Similarly, the PCs' foes could frame them, harming the PCs' reputation though they've done no disservice.",
								{
									"type": "pf2-brown-box",
									"source": "GMG",
									"page": 165,
									"name": "REPUTATION IN PATHFINDER SOCIETY ORGANIZED PLAY",
									"entries": [
										"Pathfinder Society Organized Play uses a version of the reputation subsystem with various factions to offer unique benefits for different characters, with different Reputation Point thresholds that adapted to the Organized Play structure. Check it out for inspiration for reputation in your own game!"
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Psychic Duels",
			"category": "Subsystem",
			"source": "DA",
			"page": 200,
			"entries": [
				{
					"type": "pf2-h1",
					"name": "Psychic Duels",
					"source": "DA",
					"page": 200,
					"entries": [
						{
							"type": "pf2-h1-flavor",
							"source": "DA",
							"page": 200,
							"entries": [
								"Two challengers flood their minds with a vision of a psychic battlefield. Imagination explodes into psychic attacks. Fireballs bloom into explosions of color, imaginary swords open wounds bleeding iridescent butterflies, unreal monstrosities escape from nightmares to lash out with their thousand fangs. A defender's shield of psychic glass shatters into fractal shrapnel and the combatant faints, overwhelmed. The victor's mind snaps back to the ordinary world as their foe crumples to the ground."
							]
						},
						{
							"type": "pf2-sidebar",
							"name": "Imagery of a Psychic Duel",
							"entries": [
								"Upon entering the psychic duel, a creature's psychic avatar appears in the minds of the duelists. This mental manifestation looks vaguely like them but might be altered based on their mental abilities and the statistics they used for initiative. For instance, a creature that rolled Deception might appear cloaked, shadowy, or diabolic. Over the course of the battle, this avatar changes appearance multiple times, adapting to the flow of the duel. A vicious, powerful attack might cause the attacker to look more fearsome or increase the splendor of their imaginary attire; a failure might make them shrink or become translucent. Armor might change form to defend against varied manifestations.",
								"Psychic manifestations, too, flex to meet the psychic battlefield. Players should describe the actions they use in imaginative ways unbound by the laws of the physical world. Weapons can grow, shrink, twist, and fly. Spells can become a riot of color and noise, directing sensation straight into the target's mind. Participants transform into animals or warriors that reflect their ferocity or cunning. Enchantment and illusion spells are particularly mutable since they're more directly tied to the mind and senses. Since the participants are mentally linked, their thoughts can bleed over, making an illusion pull imagery directly from the target's mind to show them a vision of a loved one or a bit of their past.",
								"The varied forms of Psychic Defense illustrate this easily. Just a few examples appear here, but anything that makes sense to a participant's imagination might appear.",
								"{@b Armor of Insight:} Suck an attack into a fractal vortex of color, speed acres of distance away from your foe, transform into an unbreakable mountain, deflect an attack by creating a prism of light that breaks the attack into a rainbow of colors.",
								"{@b Empathic Orbit:} Transform into the pleading visage of someone the foe inadvertently harmed, remove your face to reveal a crying version of your foe's own face, broadcast one of your memories that can elicit sympathy.",
								"{@b Ire's Spear:} Roil a crashing storm, mirror the manifestation upon your attacker, emit a red-faced roar that shatters eardrums, froth rabidly to form a river of blazing spittle.",
								"{@b Rational Labyrinth:} Call up a foe's memory of being lost, block access to your mind with mathematical equations, levy a requirement for legalistic precision upon your foe's thoughts.",
								"{@b Sensory Phantasm:} Duplicate your form infinitely, transform into a grotesque corpse to avert your foe's gaze, cast a falcon's hood over your foe's head, emit distracting strobes of light."
							]
						},
						"Taking place entirely in a mindscape, psychic duels can occur when foes come into conflict in an area rife with mental magic, through the magic of a bizarre artifact, when two creatures' minds connect within a dream, or when a {@archetype psychic duelist|da} {@feat instigate psychic duel|DA|instigates a duel}. Psychic duels play out much like the {@variantrule duels|gmg} described on pages 166\u2013167 of the Gamemastery Guide. The main differences are the participants conduct their duel in mental space and their mental state and emotions determine the outcome. (A duel taking place in the physical world with occult spells uses the rules for spellcasting duels, not psychic duels.) While engaged in a psychic duel, the participants are {@condition paralyzed} in the real world and can mentally act only in the psychic duel mindscape.",
						"Though other kinds of duels have a judge, a psychic duel is governed by the workings of the mind. This means most psychic duels last until a participant yields or is knocked out (or all participants on one side in the case of a group duel). However, the duel can also end if the participants share an event they would consider a satisfying end to the duel. For instance, they might decide the goal of the duel is to demonstrate mastery of illusion spells, with the first to fully fall for an illusion losing the duel. Because the duel takes place on a mental battlefield, a creature that is {@trait mindless} or immune to {@trait mental} effects is incapable of joining a psychic duel.",
						{
							"type": "pf2-h2",
							"name": "Terms of the Duel",
							"source": "DA",
							"page": 200,
							"entries": [
								"Because of the entirely mental nature of a psychic duel, participants can easily establish more ground rules for their duel through simple consensus, such as the following example options.",
								{
									"type": "list",
									"items": [
										"All psychic manifestations are {@trait nonlethal}.",
										"Participants can cast no spells but battle form spells.",
										"A participant can escape the duel by attaining a certain goal, ending it early as a draw. This is especially common in a duel between a powerful psychic and someone with weak psychic capabilities.",
										"Participants can leave the duel immediately if their physical body is disturbed or harmed."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"name": "Initiative and Dueling Actions",
							"source": "DA",
							"page": 201,
							"entries": [
								"Each duelist rolls initiative normally and proceeds in that initiative order, like a spellcasting duel rather than a combat duel. Each duelist can roll a {@skill Deception}, {@skill Diplomacy}, {@skill Intimidation}, or {@skill Occultism} check instead of {@skill Perception}. If the participant is trained at the skill they rolled for initiative, they gain the psychic center of that skill\u2014a mental state corresponding to the skill. The GM might allow {@skill Lore} skills for initiative in a psychic duel; these give the Occultism psychic center unless the GM determines otherwise.",
								"All participants gain the {@action Psychic Defense|DA} reaction, which they can use while psychically centered. Its specific effect depends on the user's psychic center and using it expends the state. Each participant also has the {@action Recenter|DA} action, which lets them change or assume a psychic center.",
								{
									"name": "Psychic Defense",
									"source": "DA",
									"type": "data",
									"tag": "action"
								},
								{
									"name": "Recenter",
									"source": "DA",
									"type": "data",
									"tag": "action"
								}
							]
						},
						{
							"type": "pf2-h2",
							"name": "Attacks and Defenses",
							"source": "DA",
							"page": 202,
							"entries": [
								"Any action taken in a mindscape is converted into a thoughtform called a psychic manifestation. An attack or spell has essentially the effect one would expect it to, though its form is far more mutable in the mindscape. Though taking place in the mind, a psychic duel still consumes any resources used by its combatants, such as HP and spell slots. A skilled warrior brought into a psychic duel isn't a helpless weakling; their martial arts training carries over into the thoughtforms they use in the duel. Statistics and actions change in a psychic duel as follows.",
								{
									"type": "pf2-options",
									"items": [
										{
											"name": "Always Use Will Defense",
											"entries": [
												"Because a psychic duel pits mind against mind, you use Will for all saving throws and your Will DC as your Armor Class. In cases where a different DC (not a save or AC) would be used for defense, the GM determines which statistic to use, typically replacing only ones based on physical ability modifiers."
											]
										},
										{
											"name": "Any Damage Becomes Mental Damage",
											"entries": [
												"Any damage dealt in a psychic duel is converted to mental damage. Any immunities, resistances, and weaknesses a creature would normally have to the psychic manifestation's form still apply, for instance, applying fire resistance to a psychic fireball. Apply the higher of a creature's weakness or resistance to the damage as normal. Weakness or resistance to mental damage applies only once against a given manifestation, no matter how many types of damage it deals."
											]
										},
										{
											"name": "Change Strike Damage",
											"entries": [
												"Though {@action Strike||Strikes} use their normal ability scores to represent thoughtform versions of the attacker's prowess, any physical ability modifier to damage is replaced with the attacker's highest mental ability modifier. A creature stat block typically doesn't list a breakdown of its Strike damage, but the GM can find the difference between its Strength modifier and highest mental ability modifier to adjust the damage."
											]
										},
										{
											"name": "Range Doesn't Matter",
											"entries": [
												"Spells and attacks with a range can target anyone inside the mindscape without penalty, even if outside their maximum range or range increment. Spells and abilities that affect a specific area or emanate from you must still follow those restrictions. Melee attacks only target foes within your reach."
											]
										}
									]
								},
								{
									"type": "pf2-h3",
									"name": "Natural Psychic Spells",
									"source": "DA",
									"page": 202,
									"entries": [
										"Any creature in a psychic duel can cast two spells, both heightened to half the participant's level, rounded up. They can cast the {@spell daze} cantrip at will and get a second spell that can be cast once during the duel. They choose from the following when they roll initiative: {@spell fear}, {@spell phantom pain}, or a common summoning spell (typically {@spell summon animal}, {@spell summon construct}, {@spell summon fey}, or {@spell summon lesser servitor|SoM} for a 1st-level spell). If the creature can't cast spells, they gain these as innate occult spells until the end of the psychic duel. If they can already cast spells, they add these to their other spells and temporarily gain any spell slots necessary to cast them (even if they can't cast spells of that level yet) that can be used only for the additional spell. Natural psychic spells use the higher of the caster's spell DC or class DC for their spell DC, and that number \u2013 10 for spell attack rolls."
									]
								},
								{
									"type": "pf2-h3",
									"name": "Gear And Companions",
									"source": "DA",
									"page": 202,
									"entries": [
										"When you enter a psychic duel, psychic echoes of your gear travel with you. An eidolon, familiar, animal companion, or the like typically appears as a psychic echo based on your perception of it. However, the GM might determine a particularly intelligent companion joins its own mind into the psychic duel."
									]
								}
							]
						},
						{
							"type": "pf2-brown-box",
							"name": "Binary Mindscape Statistics",
							"entries": [
								"Psychic duels take place in a binary mindscape, which is much like a very simple plane or dimension. The stat block for a binary mindscape is as follows and uses planar traits.",
								{
									"name": "Binary Mindscape",
									"source": "DA",
									"type": "data",
									"tag": "place"
								}
							]
						},
						{
							"type": "pf2-h2",
							"name": "Movement and Location",
							"source": "DA",
							"page": 202,
							"entries": [
								"Changing location is usually easy within a psychic duel, as a participant can move at the speed of thought. It typically takes only a single action to move to any location the participant wants and range of attacks and spells rarely matter much. You can usually run a psychic duel without a grid. Functions of positioning and movement still matter, but have a more flexible appearance. For instance, a participant can {@action Hide}, but this likely means shaping the imaginary environment around them to create a visual screen, glowing phenomenon, or even psychic static. Likewise, spells that {@condition immobilized||immobilize} or {@condition grabbed||grab} a creature can prevent the easy movement detailed above."
							]
						}
					]
				}
			]
		},
		{
			"name": "Duels",
			"category": "Subsystem",
			"source": "GMG",
			"page": 166,
			"entries": [
				{
					"type": "pf2-h1",
					"source": "GMG",
					"page": 166,
					"name": "Duels",
					"entries": [
						{
							"type": "pf2-h1-flavor",
							"source": "GMG",
							"page": 166,
							"entries": [
								"Sometimes conflicts become personal. It's not the entire group against a challenge, but one character struggling against the skills of a single adversary. In many societies, duels are considered a reasonable way to resolve individual differences, though others consider such practices\u2014especially the more deadly varieties\u2014to be a savage affront to law and order.",
								"Duels can come in several forms, and this section gives you rules to run them."
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 166,
							"name": "Setting Up a Duel",
							"entries": [
								"Participants must willingly agree to the duel and to abide by its rules. If one of the duelists breaks the duel's rules (and, more importantly, is caught doing so), that duelist loses, taking any penalties agreed upon when the challenge was accepted. Here are some sample dueling rules.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 166,
									"name": "Compete Alone",
									"entries": [
										"It's customary that each participant must compete alone and may receive no help from outside sources.",
										"However, some duels pit pairs of combatants against one another (either all together or as tag teams)"
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 166,
									"name": "Limited Tools",
									"entries": [
										"The participants agree to the tools, including weapons and magic items, before the duel starts. Most combat duels that don't involve magic limit participants to melee weapons and prohibit the use of poison. Some duels forbid the use of polearms and other reach weapons. A spellcasting duel might agree upon a roughly equal number of magic items, and a cap on the power (in game terms, the level) of the items. Some spellcasting duels might prohibit certain types of spells, such as summoning or necromancy."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 166,
									"name": "Duration",
									"entries": [
										"Combat duels typically last either until first blood (hitting and dealing damage) or until one of the duelists is knocked out. Most duels allow a participant to yield, which means they concede victory to their opponent, though sometimes this could diminish their social standing. Duels of talent usually involve several equal turns in which the duelists display their ability."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 166,
									"name": "Adjudication",
									"entries": [
										"Most duels are overseen by a third party who ensures the duelists don't break the duel's rules\u2014inadvertently or by cheating. Where duels are legal, this is typically a constable or magistrate. In other places, a cleric or other respected figure serves as judge. Typically the GM plays the judge."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 166,
							"name": "Combat Duels",
							"entries": [
								"Unlike the other subsystems in this chapter, a combat duel works almost the same as a normal combat encounter, with a few exceptions. These rules require exceptional focus between two duelists and a third-party arbiter, and thus are not available in a normal combat.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 167,
									"name": "Initiative and Dueling Actions",
									"entries": [
										"Unlike in typical combat, the duelists roll initiative checks at the beginning of each round of combat. Each round the combatant can choose to use {@skill Deception}, {@skill Intimidation}, or {@skill Perception} when they roll initiative. Because a duelist might act twice in a row, durations that last until the beginning of a duelist's next turn might function oddly. A duelist acting second can choose to avoid such abilities that turn, or can choose to act second if they win initiative on the next round.",
										"If the duelist is at least trained in whichever initiative choice they pick, they gain the corresponding dueling reaction that round: Bullying Press for {@skill Intimidation}, Deceptive Sidestep for {@skill Deception}, or Sense Weakness for {@skill Perception}. Neither duelist is aware of what type of roll the other used for initiative\u2014surprise and the use of dueling actions are a part of dueling strategies. Familiars and companions, even when allowed in the duel, can't use these actions, nor can bystanders.",
										{
											"type": "ability",
											"style": "full",
											"name": "Bullying Press",
											"activity": {
												"unit": "reaction",
												"number": 1
											},
											"traits": [
												"flourish"
											],
											"trigger": "You attempt a melee Strike against your opponent, but haven't rolled yet.",
											"requirements": "You're in a duel, you're trained in {@skill Intimidation}, and you rolled an {@skill Intimidation} check for initiative this round.",
											"entries": [
												"If you hit, your opponent becomes frightened 1. If your opponent is using Perception for initiative when this ability is used, they become frightened 2 instead."
											]
										},
										{
											"type": "ability",
											"style": "full",
											"name": "Deceptive Sidestep",
											"activity": {
												"unit": "reaction",
												"number": 1
											},
											"traits": [
												"misfortune"
											],
											"trigger": "An opponent hits, but does not critically hit you, with a melee Strike.",
											"requirements": "You're in a duel, you're trained in {@skill Deception}, and you rolled a {@skill Deception} check for initiative this round.",
											"entries": [
												"You draw your enemy in and pull away at the last moment. The triggering opponent must roll again and take the second result. If your opponent is using {@skill Intimidation} for initiative when this ability is used, they also take a \u20132 circumstance penalty to the second attack roll."
											]
										},
										{
											"type": "ability",
											"style": "full",
											"name": "Sense Weakness",
											"activity": {
												"unit": "reaction",
												"number": 1
											},
											"trigger": "You attempt a melee Strike against your opponent, but haven't rolled yet.",
											"requirements": "You're in a duel, you're trained in Perception, and you rolled a Perception check for initiative this round.",
											"entries": [
												"You pick a precise moment to attack, giving you an edge. Your opponent is {@condition flat-footed} against the attack. If your opponent is using {@skill Deception} for initiative when this ability is used, they are instead {@condition flat-footed} until the start of their next turn."
											]
										}
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 167,
									"name": "Ending the Duel",
									"entries": [
										"The duel ends when the duel's judge confirms the victory condition, when the judge determines one of the duelists has cheated, or when one of the duelists yields. Note that if either of the combatants attempts to continue the duel after its end, the combatants should roll initiative and proceed with normal combat."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 167,
							"name": "Spellcasting Duels",
							"entries": [
								"Like combat duels, spellcasting duels take place in encounter mode, but their rules are not available during normal combat. They are typically more organized affairs than combat duels. Many spellcasting duels prohibit any sort of combat but spellcasting. They typically have the duelists take turns casting a turn's worth of spells, giving their rivals a chance to counter the spells if they can.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 167,
									"name": "Initiative and Dueling Actions",
									"entries": [
										"In most cases, each duelist rolls initiative normally and proceeds in that initiative order throughout the duel, unlike in a combat duel. Each duelist can roll an {@skill Arcana}, {@skill Nature}, {@skill Occultism}, or {@skill Religion} check instead of {@skill Perception}. If they are trained at that skill, they gain the tradition focus of that skill, which allows them to hone in on a certain magical school corresponding to the check they made for their initiative roll. They also gain the Dueling Counter reaction, which enables a duelist to counter their opponent's spell if their tradition focus matches the tradition of that spell.",
										"They also gain the Change Tradition Focus action, which changes the duelist's tradition focus to a different tradition.",
										"Familiars and companions, even when allowed in the duel, can't use these actions, nor can bystanders.",
										"When mixing a spellcasting duel and a combat duel, use the initiative rules for combat dueling, but allow the duelist to roll {@skill Arcana}, {@skill Nature}, {@skill Occultism}, or {@skill Religion} for their initiative checks. They still gain the Dueling Counter reaction and Change Tradition Focus action, though Change Tradition Focus is less useful in combat duels.",
										{
											"type": "ability",
											"style": "full",
											"name": "Dueling Counter",
											"activity": {
												"unit": "reaction",
												"number": 1
											},
											"traits": [
												"magical"
											],
											"trigger": "Your opponent {@action Cast a Spell||Casts a Spell} from the same tradition as your tradition focus.",
											"requirements": "You are in a duel and have a tradition focus.",
											"entries": [
												"Expend a prepared spell or spell slot. You then attempt to counteract the triggering spell with the expended spell."
											]
										},
										{
											"type": "ability",
											"style": "full",
											"name": "Change Tradition Focus",
											"activity": {
												"unit": "action",
												"number": 1
											},
											"requirements": "You are in a duel and are trained in the skill for the tradition you're changing your focus to ({@skill Arcana} for arcane, {@skill Occultism} for occult, {@skill Nature} for primal, or {@skill Religion} for divine).",
											"entries": [
												"You change your tradition focus to another magical tradition."
											]
										}
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 167,
									"name": "Ending the Duel",
									"entries": [
										"Just like a combat duel, a spellcasting duel ends when the duel's judge confirms the victory condition, when the judge determines one of the duelists has cheated, or when one of the duelists yields. As with a combat duel, if either of the combatants attempts to continue the duel after its end, the combatants should roll initiative and proceed with normal combat."
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Leadership",
			"category": "Subsystem",
			"otherSources": {
				"Reprinted": [
					"QFF0|11"
				]
			},
			"source": "GMG",
			"page": 168,
			"entries": [
				{
					"type": "pf2-h1",
					"source": "GMG",
					"page": 168,
					"name": "Leadership",
					"entries": [
						{
							"type": "pf2-h1-flavor",
							"source": "GMG",
							"page": 168,
							"entries": [
								"While many groups of PCs are isolated heroes who get the job done on their own, other groups enjoy gathering allies and building new organizations of their own. The leadership subsystem allows your PCs to do just that!"
							]
						},
						"Leadership is a long-term subsystem wherein one or more PCs establish a fledgling organization and accumulate followers over time. This subsystem provides a flexible way to reflect the party's growing influence in and connection to the world around them through downtime events and periodic benefits similar to those gained from joining an existing in-world organization. The organization can come into play only during downtime, or it can provide adventure seeds or even play a major role in a campaign.",
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 168,
							"name": "Organization Levels",
							"entries": [
								"Every organization has a level from 1 to 20. Any organization below level 1 has no followers; it's just an ordinary group of PCs. Unlike many other subsystems in this chapter, leveling up an organization in the leadership subsystem does not involve accumulating points. Instead, the process of growing the organization itself is what causes it to level up! As a reward for quests, roleplaying scenes, or succeeding at other subsystems (particularly influence or reputation), the PCs can add an NPC follower to their organization. At first, only a few level 0 NPCs follow the PCs, but as the party builds up more followers, they can also gain followers of higher and higher level, as well as a small number of higher-level lieutenants to lead groups of followers. Once an organization has recruited enough followers, the organization itself levels up, which increases the maximum level of followers, the number of lieutenants, and the level range of those lieutenants.",
								{
									"type": "data",
									"tag": "table",
									"name": "Organization Statistics by Level",
									"source": "GMG"
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 168,
							"name": "Base of Operations",
							"entries": [
								"Beyond the very smallest organizations, PCs need some kind of base of operations the organization calls home. This allows the organization to function and grow in its intended role. For instance, if the PCs run a mercenary army, it might have a keep for training and as a base for defending the nearby area. While organizations usually gain a base of operations early in their existence, they must have one by 6th level unless the story of the organization demands otherwise. A base of operations is not necessarily immobile; a caravan, circus, or flagship (or fleet, for a larger organization) could serve well for wandering organizations."
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 168,
							"name": "Organization Npcs",
							"entries": [
								"Followers and lieutenants are noncombatant NPCs of the levels indicated on Table 3\u20133: Organization Statistics by Level. When an organization has followers or lieutenants of several levels, most of them are at the lowest possible level. As a rule of thumb, an organization has twice as many NPCs of a given level than of the next-higher level. This allows you to quickly estimate the level composition of the organization's members, but you can of course change the levels of various followers as much as you like. When the minimum level for lieutenants increases, either the lower-level lieutenants level up to the new minimum, or they become followers of more powerful lieutenants the PCs recruit, whichever fits best with the story.",
								"Followers and lieutenants are loyal to the PCs and their organization, working to maintain the organization, its base of operations, and their own way of life. Because of this work, PCs don't need to pay for basic upkeep of their base of operations or for expansions to house the burgeoning activity as their organization grows in level\u2014the followers and lieutenants take care of all of that. But similarly, these followers and lieutenants never get involved in the PCs' adventuring, nor do they provide a source of free magic or labor.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 168,
									"name": "Cohorts and New Pcs",
									"entries": [
										"While the followers and lieutenants who define an organization's advancement don't accompany the PCs on adventures, sometimes the organization is the perfect plot hook to introduce an NPC who will be traveling along with the party or a new PC hoping to join the party. For instance, if the PCs are running a mercenary army, a rising officer might become a new PC. Treat such NPC cohorts and PCs just like any other additional characters in the party, with an enriched story that ties them to the PCs."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 169,
							"name": "Running Leadership",
							"entries": [
								"When running a game with the leadership subsystem, adding new NPCs who join the PCs' cause becomes a type of reward you should grant the PCs consistently throughout the campaign. For a typical rate of growth, give the PCs enough followers for the organization to level up at roughly the same rate as the PCs. In some cases, you might want to vary that rate\u2014sometimes drastically. Perhaps the 10th-level PCs have a 20th-level organization with top lieutenants nearly as powerful as the PCs, or maybe the PCs start gathering followers only at 15th level and start their organization from scratch as a 1st-level organization.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 169,
									"name": "Leadership Events",
									"entries": [
										"During downtime, or over the course of long stretches of time when the PCs aren't in downtime but their organization is operating in the background, you should periodically provide special leadership events. These are in addition to the events you would normally provide the PCs during downtime. These should generally be a good mix between the following three categories.",
										"{@b Opportunity:} An opportunity offers the PCs a chance to steer the ship for their organization by making a decision that shapes the organization moving forward, with consequences generally ranging from neutral to a mix of good and bad. For instance, the Aspis Consortium offers the PCs a deal to store their goods in the PCs' mercenary fort. Accepting gives the PCs money, but they'll have to deal with the consortium's unsavory goods. Rejecting the proposal might upset the consortium, but it allows the PCs to show their priorities between conscience and coin.",
										"{@b Trouble:} Something's gone wrong with the organization, requiring the PCs' attention or assistance to solve. Perhaps the thieves' guild is dealing with a clever new guard captain and needs help from the PCs to stay safe. Typically the resources the PCs need to invest to solve the troubles should be less than the benefits the PCs gain from windfalls to ensure that the organization is providing a substantial benefit to the PCs, rather than simply evening out.",
										"{@b Windfall:} The organization has received an unexpected benefit that helps the PCs. This is typically access to an uncommon option: perhaps the organization researched a new spell or discovered the techniques for an uncommon feat. However, it could be extra money or resources, clues for the PCs' adventures, political prestige, or anything else you can think of. The players might even be able to suggest a few options for their followers and lieutenants to work toward to give you some ideas."
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Hexploration",
			"category": "Subsystem",
			"source": "GMG",
			"page": 170,
			"otherSources": {
				"Reprinted": [
					"QFF0|9"
				]
			},
			"entries": [
				{
					"type": "pf2-h1",
					"source": "GMG",
					"page": 170,
					"name": "Hexploration",
					"entries": [
						{
							"type": "pf2-h1-flavor",
							"source": "GMG",
							"page": 170,
							"entries": [
								"Few activities epitomize adventure as much as pure exploration through an unknown wilderness. Leaving the city streets and trade roads behind and striking out into the unknown can test the mettle of the most experienced adventurers, but such efforts reward those seeking fantastical sites, natural resources, and unforeseen opportunities."
							]
						},
						"While you can represent long, heroic journeys using normal exploration, if you want something more detailed, you can use the hexploration subsystem instead. This is a method where the overland map is divided into individual hexagonal sections of territory. During their exploration, the PCs travel through and explore individual hexes, finding interesting sites, secrets, resources, and dangers.",
						"The pace of travel is measured in days rather than hours or minutes. This means choosing hexploration activities are more akin to choosing downtime activities than exploration activities. Each day, the PCs explore or travel through a region of the wilderness measured in hexes on a map to survey, discover resources, forage, find sites, and reconnoiter potential foes and allies.",
						"Hexploration is ideal for sandbox-style campaigns, where the players are at liberty to set the course of their own adventure. The GM populates a region with interesting locations and situations that the players explore in any order they see fit.",
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 170,
							"name": "Designing a Hexploration Map",
							"entries": [
								"The best way to map the area is with a hex grid. Each hex represents a discreet area 12 miles from corner to corner, which can be traveled across and explored in about 1 day even by slower-moving groups. Hexes track the distance the party travels while exploring and define the bounds of certain types of terrain.",
								"When designing your hex map, it's best to have each hex represent one primary terrain type. This doesn't mean that's the only feature of the land in this hex, but it is the predominant type and represents the challenges of traveling across and exploring that hex. You can also give your hex other elements: a river or a road might snake through the area, or it could contain a castle, cave, village, fort, or some other type of encounter setting. You can quickly draw your map using just a few colors, some basic symbols, and letters or numbers for reference.",
								"But this is only the start. This detailed map is your GM map, holding all the secrets for the PCs to discover. Give the players a blank map that they can fill in as they explore the wilderness hex by hex. The more they explore, the more their map will look like yours.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 170,
									"name": "Populating Hexes",
									"entries": [
										"When populating a hexploration map, keep in mind that you have little control over which areas the players choose to explore first\u2014or if they'll explore those areas at all. Because hexploration leads to nonlinear, player-guided play, consider providing hooks within encounters and sites for them to explore in several directions from their starting point. You can provide some direction by presenting jobs like exploring a site on behalf of an NPC, escorting travelers, delivering goods, or scouting a region for a local noble. This typically leads to a set encounter (see below).",
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 170,
											"name": "Set Encounters",
											"entries": [
												"Even a sandbox adventure has a story or is the setting of multiple stories. Set encounters, be they just a simple encounter or an entire adventuring site, can serve as important beats in the story behind the PCs' exploration. These are typically the points on the hex maps the PCs are searching for, and the discovery of one set encounter will often incorporate story points that lead to the next."
											]
										},
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 170,
											"name": "Random Encounters",
											"entries": [
												"You can instill additional danger into your hexploration by including random encounters, whether they take the form of interesting features, natural hazards, or creatures native to the terrain. It can help to create a series of short lists in advance, each including a mix of three types of encounters: harmless, hazards, and creature encounters. Then create tables to randomize the results, or simply pick whichever encounter you think would work best for your hexploration narrative when these encounters occur (as described in Random Encounters on page 173). It's often easier to create a list by terrain rather than for each hex. The forest hexes could have their own random encounter list while the plains beyond have a different list, possibly with some overlap.",
												"A harmless encounter is just that: the party is in no danger from it. Harmless encounters can be opportunities to flesh out the world with interesting bits of set-dressing, like a shrine on the side of the road dedicated to a minor god, opportunities for the party to interact with other travelers, or simply interesting or noteworthy moments on the road, like a distant and dazzling electrical storm.",
												"Hazard encounters can include those located in the Hazards section on pages 520\u2013529 of the {@i Core Rulebook} and pages 77\u201381 of this book, primarily the environmental hazards and haunts. You can also create your own hazards using the rules found in Building Hazards on page 74.",
												"Creature encounters can use the creatures found in the {@i Bestiary}, or you can create your own using the rules found in Building Creatures on page 56.",
												"Plan your hazard and monster encounters with a degree of flexibility so you can tailor them to the PCs' current level, perhaps by creating a lower-level encounter and including notes on how to scale it up. Alternatively, if you want to run a more challenging or open-world hexploration, don't adapt to your players at all. Make a variety of encounters, some of which are so powerful that the correct tactic is to flee. You can even create a chase to make the escape exciting (see Chases on page 156)"
											]
										},
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 171,
											"name": "Terrain",
											"entries": [
												"While each hex should have a predominant terrain type, your terrain can come alive using the info in the Environment section on pages 512\u2013519 of the {@i Core Rulebook}. A hex might also include a river or road. These can cut through the terrain, making it easier for the PCs to travel through the hex, so long as they follow the path. Additionally, each hex might have special features like resources and secrets (see the Types of Terrain sidebar on page 172)"
											]
										}
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 171,
									"name": "Generating Random Hex Maps",
									"entries": [
										"If you'd like to create your map randomly, begin by selecting a hex on a blank map as the starting point. Then decide the type of terrain for that starting point or roll it on Table 3\u20134: Random Terrain Type. From that point onward, let the players decide which direction they travel. If they enter an unexplored hex, generate that hex by rolling {@dice 1d20} on Table 3\u20134 and Table 3\u20135: Random Terrain Feature to determine a type and element for that hex. Apply common sense when producing terrain in this way. Unless magic is involved, it is unlikely a patch of arctic ice would appear in the heart of a desert\u2014though figuring out a way for that to occur could lead to an interesting encounter or subplot later on.",
										{
											"type": "data",
											"tag": "table",
											"name": "Random Terrain Type",
											"source": "GMG"
										},
										{
											"type": "data",
											"tag": "table",
											"name": "Random Terrain Feature",
											"source": "GMG"
										},
										{
											"type": "pf2-brown-box",
											"source": "GMG",
											"page": 172,
											"name": "TYPES OF TERRAIN",
											"entries": [
												"The following are examples of the types of terrain you can use when creating your hexploration map. Each section provides the difficulty of traversing that terrain (either open, difficult, or {@quickref greater difficult terrain||3|terrain}) and the potential resources and secrets found there.",
												{
													"type": "pf2-title",
													"style": "text-left",
													"name": "AQUATIC"
												},
												{
													"type": "list",
													"style": "list-no-bullets",
													"items": [
														"{@b Terrain} typically requires a boat or a swim speed; depends on the strengths of currents and the weather",
														"{@b Resources} seafood, coral, pearls, shipwrecks",
														"{@b Secrets} remote islands filled with monsters, isolated communities, pirates, flooded or underwater cities of aquatic creatures"
													]
												},
												{
													"type": "pf2-title",
													"style": "text-left",
													"name": "ARCTIC"
												},
												{
													"type": "list",
													"style": "list-no-bullets",
													"items": [
														"{@b Terrain} typically difficult or {@quickref greater difficult terrain||3|terrain}",
														"{@b Resources} scarce food (broken ice floes that allow for fishing, breeding grounds for seals or whales)",
														"{@b Secret} thawed passes that allow ship travel, hidden caverns, isolated communities of arctic dwellers"
													]
												},
												{
													"type": "pf2-title",
													"style": "text-left",
													"name": "DESERT"
												},
												{
													"type": "list",
													"style": "list-no-bullets",
													"items": [
														"{@b Terrain} typically difficult or {@quickref greater difficult terrain||3|terrain}",
														"{@b Resources} water sources (underground springs, oases, and streams), mineral wealth",
														"{@b Secrets} forgotten civilizations beneath the dunes"
													]
												},
												{
													"type": "pf2-title",
													"style": "text-left",
													"name": "FOREST"
												},
												{
													"type": "list",
													"style": "list-no-bullets",
													"items": [
														"{@b Terrain} typically {@quickref difficult terrain||3|terrain}, or {@quickref greater difficult terrain||3|terrain} for a dense jungle",
														"{@b Resources} diverse flora and fauna, natural remedies, plentiful game",
														"{@b Secrets} bandit encampment, druid's henge, fey-touched glade or mushroom circle"
													]
												},
												{
													"type": "pf2-title",
													"style": "text-left",
													"name": "MOUNTAIN"
												},
												{
													"type": "list",
													"style": "list-no-bullets",
													"items": [
														"{@b Terrain} typically {@quickref greater difficult terrain||3|terrain}, or {@quickref difficult terrain||3|terrain} for hills",
														"{@b Resources} minerals (including gold, silver, and gemstones)",
														"{@b Secrets} hidden pass, watchtower or waypoint constructed by a nearby empire, dragon's lair, bandit hideout"
													]
												},
												{
													"type": "pf2-title",
													"style": "text-left",
													"name": "PLAIN"
												},
												{
													"type": "list",
													"style": "list-no-bullets",
													"items": [
														"{@b Terrain} open terrain",
														"{@b Resources} useful plants (flax or cotton)",
														"{@b Secrets} artifacts abandoned after a historic battle, valuables buried by outlaws for later retrieval"
													]
												},
												{
													"type": "pf2-title",
													"style": "text-left",
													"name": "SWAMP"
												},
												{
													"type": "list",
													"style": "list-no-bullets",
													"items": [
														"{@b Terrain} typically {@quickref greater difficult terrain||3|terrain}",
														"{@b Resources} materials useful for medicine or poison",
														"{@b Secrets} river raider camps, remains and gear of unlucky travelers, sites of mystic significance."
													]
												}
											]
										}
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 172,
							"name": "Running Hexploration",
							"entries": [
								"Once you have your hexploration map ready, it's time for the PCs to start exploring! Each day, the PCs decide how they plan on exploring, either learning more about their current hex or traversing a new hex. They do this by declaring one or more hexploration activities for the day.",
								"These activities take two forms: group or individual. The number of hexploration activities a group can accomplish each day is based on the Speed of their slowest member. If a group is willing to split up, faster members can perform more hexploration activities based on their own Speed, but such a decision may be deadly given the threat of random encounters. A group moving at a Speed of 10 feet or less is so slow it can't even traverse an open hex in a single day; it takes such a group 2 days for each hexploration activity.",
								{
									"type": "data",
									"tag": "table",
									"name": "Hexploration Activities per Day",
									"source": "GMG"
								},
								"This rate assumes the PCs are taking time to camp and rest at healthy intervals. When a new day of hexploration begins, the group can decide to take a forced march as long as no one in the group is {@condition fatigued}. Doing so allows them to gain an extra Travel activity (or perform a full Travel activity each day if their Speed is 10 feet or less), but this is the only activity they can perform that day. A character can participate in a forced march safely for a number of days equal to the character's Constitution modifier (minimum 1 day). Any additional days of forced march make the character {@condition fatigued} until they spend an entire day of downtime resting.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 172,
									"name": "Group Activities",
									"entries": [
										"Group activities require the entire party to work together in order to be effective; these activities each count as one of the day's hexploration activities for the whole group. For instance, if the group had 2 hexploration activities per day and decided to Travel and Reconnoiter, no one would have any additional hexploration activities that day. There are two group activities: Travel and Reconnoiter.",
										{
											"type": "data",
											"tag": "action",
											"name": "Travel",
											"source": "GMG"
										},
										{
											"type": "data",
											"tag": "action",
											"name": "Reconnoiter",
											"source": "GMG"
										}
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 173,
									"name": "Individual Activities",
									"entries": [
										"Not all hexploration activities need to be accomplished as a group. In place of using a hexploration activity to {@action Travel} or {@action Reconnoiter}, each individual group member can instead perform one of these individual activities.",
										{
											"type": "data",
											"tag": "action",
											"name": "Fortify Camp",
											"source": "GMG"
										},
										{
											"type": "data",
											"tag": "action",
											"name": "Map The Area",
											"source": "GMG"
										},
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 173,
											"name": "Existing Activities",
											"entries": [
												"Characters can use the {@action Subsist} downtime activity, which follows the same rules but assumes they're using it after 8 hours or less of exploration. Any skill feats or other abilities that apply to {@action Subsist} normally still apply here.",
												"In general, the various exploration activities found in the sidebar on page 498 of the {@i Core Rulebook} (except {@action Hustle}) can be used as individual hexploration activities, as can skill actions in Chapter 4 of the {@i Core Rulebook}, at the GM's discretion."
											]
										}
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 173,
									"name": "Random Encounters",
									"entries": [
										"When exploring, there is always a chance the PC will stumble upon random encounters, depending on the terrain. At the start of each day of hexploration, roll a flat check and consult the appropriate terrain type on Table 3\u20137: Random Encounter Chance. If the flat check is a success, the PCs have a random encounter, and on a critical success, they have two random encounters. Roll on Table 3\u20138: Random Encounter Type to determine the type of encounter. Once you know the type of the encounter, either choose from the list you made for that region or choose your own.",
										{
											"type": "data",
											"tag": "table",
											"name": "Random Encounter Chance",
											"source": "GMG"
										},
										{
											"type": "data",
											"tag": "table",
											"name": "Random Encounter Type",
											"source": "GMG"
										}
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 173,
									"name": "Switching Out of Hexploration",
									"entries": [
										"Most short encounters do not affect the number of hexploration activities that the PCs can perform during the day, but when the PCs take on multiple encounters or engage in activities that take hours rather than minutes, you'll want to deduct the time from their available hexploration activities. For the story's sake, it's best to think of hexploration activities as the various things that the PCs have time to do in the daylight hours. For instance, maybe the group spends 2 of their 3 hexploration activities Reconnoitering a hex, finding a tengu monastery, and learning that it is a sprawling complex underneath a small wooded hill. You might decide that the PCs found it in the evening, and they have the choice between making a foray into the complex late in the day or pursuing some individual activities, camping for the night, and starting off fresh in the morning."
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Vehicles",
			"category": "Subsystem",
			"source": "GMG",
			"page": 174,
			"entries": [
				{
					"type": "pf2-h1",
					"source": "GMG",
					"page": 174,
					"name": "Vehicles",
					"entries": [
						{
							"type": "pf2-h1-flavor",
							"source": "GMG",
							"page": 174,
							"entries": [
								"A villain on the run steals a carriage and sends the characters on a chase through the city, or the characters find an ancient airship and decide to take it for a spin. Whatever the case, if vehicles are common throughout your world, they're likely to come up in your game.",
								"This section provides the tools you'll need when that happens."
							]
						},
						"Vehicles can play many roles in a game. They might simply be the means by which the party travels from one location to another, determining only the Price to be paid for passage. But a caravan wagon that gets attacked becomes part of an encounter. In a pirate campaign, the ship is both the party's home and its primary weapon.",
						"The majority of the rules in this section are for using vehicles in encounters, but vehicles are also useful during exploration and even downtime play.",
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 174,
							"name": "Vehicle Basics",
							"entries": [
								"Ultimately, vehicles are objects. They have object immunities ({@i Core Rulebook} 273), and they can't act. In addition to the statistics most objects have, vehicles have several additional statistics and abilities. Vehicles have a size like any object, but their spaces are more specifically defined. Vehicles also have specialized movement rules.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 174,
									"name": "Size, Space, and Capacity",
									"entries": [
										"Vehicles have size traits, but they don't occupy the same spaces that most creatures use. Instead, each vehicle has specific dimensions provided in its stat block.",
										"Most vehicles are Large or larger, and many vehicles are made for the purpose of carrying cargo. Unless stated otherwise, the amount of cargo a vehicle can carry depends on its size, terrain, and propulsion. A draft horse or similar creature can usually pull around 100 Bulk of goods consistently throughout the day, so pulled vehicles can typically hold 100 Bulk per Large creature pulling. Water vehicles, such as ships, have limits that are more based on volume than weight; a ship can hold upwards of 1,000 Bulk. Flying vehicles can typically hold only 1/10 the Bulk of a water vehicle and still remain airborne."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 174,
									"name": "Movement and Heading",
									"entries": [
										"A vehicle's movement type is determined by the vehicle itself, while its movement each round is based on the pilot's actions. Vehicles trigger reactions when they move, just like a creature does, as do the actions of the pilot and any passengers.",
										"Creatures can rotate and turn freely, so when you play a creature, you usually don't need to keep track of which way it's facing. However, vehicles can't turn on a dime, so when controlling a vehicle, you need to keep track of which direction it's facing. This is called the vehicle's heading.",
										"When a vehicle moves, it must move in the direction of its heading\u2014it can't move backwards or sideways, though it can turn gradually as it moves forward. Most vehicles can turn up to 90 degrees for every vehicle length they move forward. For example, a 10-foot-long carriage could turn left in only 10 feet. A 100-foot-long warship, however, would need 100 feet to make the same turn; given the warship's 30-foot Speed, turning typically requires several actions' worth of movement.",
										"Some rules specify that a vehicle must move in a straight line. This line is measured from the center of the vehicle's front edge, and it can skew up to 45 degrees from the vehicle's current heading.",
										"When using a vehicle in exploration mode, the vehicle's Speed determines its travel speed just like a creature (for more information, see Table 9\u20132: Travel Speed on page 479 of the {@i Core Rulebook}). No Drive actions or piloting checks are necessary to pilot a vehicle at these speeds."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 174,
									"name": "Propulsion",
									"entries": [
										"Vehicles typically travel over land, on water, or through the air, and their Speeds indicate their terrain and movement types. But vehicles also have a form of propulsion\u2014the way in which their movement is powered\u2014and this propulsion often has additional considerations.",
										"There are five main types of propulsion: alchemical, magical, pulled, rowed, and wind. A vehicle can have more than one means of propulsion, though it usually uses only one type of propulsion at a time. For instance, a galley has both the rowed and the wind propulsion traits, meaning it can sail when the winds are favorable, but the crew can also lower the sails and row the ship when necessary. The vehicle's means of propulsion informs the skills a pilot can use for piloting checks (page 175), and some means of propulsion have additional rules.",
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 174,
											"name": "Alchemical",
											"entries": [
												"Powered by the reactions of alchemical reagents, {@condition controlled} internal combustion, lighter-than-air gases, or steam, vehicles with alchemical propulsion tend to be powerful but have the potential to be wildly unpredictable. Alchemical vehicles can often be piloted using the {@skill Crafting} skill."
											]
										},
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 174,
											"name": "Magical",
											"entries": [
												"Magically propelled vehicles are powered by spells, magic items, or an entirely magical engine. A magical propulsion system can be targeted with counteracting effects like {@i dispel magic}, using the vehicle's level and a standard DC for that level for the counteract check. A creature can use {@skill Arcana}, {@skill Nature}, {@skill Occultism}, or {@skill Religion} (depending on the type of magic) for a magical vehicle's piloting checks."
											]
										},
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 175,
											"name": "Pulled",
											"entries": [
												"This method of propulsion is perhaps the most common, wherein a wheeled conveyance (such as a carriage or wagon) is pulled by one or more creatures. The Speed of the vehicle can never exceed that of the slowest creature pulling the vehicle. The creatures pulling the vehicle don't act on their own; they instead act as part of the vehicle's actions, and their movement as part of those actions triggers reactions just as it does for the vehicle itself and its pilot.",
												"When a pulled vehicle takes collision damage, so do the creatures pulling that vehicle (though they can typically attempt the basic Reflex saving throw to mitigate that damage). The death of one or more pulling creatures might damage or slow the vehicle, and it might cause the pilot to lose control.",
												"For a vehicle pulled by an animal or similarly unintelligent creature, a pilot can use {@skill Nature} for piloting checks; for sapient pulling creatures, the pilot can instead use {@skill Diplomacy} or {@skill Intimidation} for piloting checks."
											]
										},
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 175,
											"name": "Rowed",
											"entries": [
												"These vehicles are propelled by the power of creatures rowing the vehicle from within. The creatures rowing the vehicle act only as part of the vehicle's actions, and their movement as part of those actions triggers reactions just as it does for the vehicle itself and its pilot (though rowers often have some degree of cover)",
												"When a rowed vehicle takes collision damage, so do the creatures rowing that vehicle (though they can typically attempt the basic Reflex saving throw to mitigate that damage). The death of one or more creatures might cause the vehicle to go out of control or slow the vehicle, but usually doesn't damage the vehicle.",
												"A pilot on a vehicle rowed by other people can use {@skill Diplomacy} or {@skill Intimidation} for piloting checks."
											]
										},
										{
											"type": "pf2-h4",
											"source": "GMG",
											"page": 175,
											"name": "Wind",
											"entries": [
												"Wind-propelled vehicles require some form of air movement to power them, and adverse wind conditions can cause them to stall or even go out of control. Wind vehicles that rely on cloth sails typically have weakness to fire. Pilots of wind-powered vehicles can use {@skill Nature} for piloting checks."
											]
										}
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 175,
							"name": "Piloting a Vehicle",
							"entries": [
								"In encounter mode, a vehicle moves on its pilot's turn, and the pilot must use their actions to control it. A vehicle can take part in only 1 move action each round, even if multiple creatures Take Control as pilots on the same round.",
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 175,
									"name": "Vehicle Momentum",
									"entries": [
										"A vehicle in motion builds up momentum that keeps it in motion. Each round, if the vehicle has moved in the previous round, the pilot must either use another move action or Stop the vehicle. If the pilot does neither of these things on their turn (even if the pilot Delays), the vehicle continues to move and becomes uncontrolled, as described in Uncontrolled Vehicles on page 176."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 175,
									"name": "Piloting Checks",
									"entries": [
										"Many actions related to vehicles call for the pilot to attempt a piloting check. The skills a pilot can use for a piloting check are listed in the vehicle's stat block, but most vehicles use {@skill Lore||Driving Lore} or {@skill Lore||Piloting Lore} along with others determined by their propulsion. The creature piloting a vehicle when an encounter begins can usually roll an appropriate piloting skill for that vehicle for initiative.",
										"The GM sets the DC of the piloting check using a standard DC for the vehicle's level, with adjustments based on the circumstances. Generally speaking, an action that would move a vehicle through {@quickref difficult terrain||3|terrain} increases the DC to a hard DC for its level, and moving through {@quickref greater difficult terrain||3|terrain} increases the DC to incredibly hard. Other factors, such as turbulent winds for a wind-powered vehicle, monsters threatening the creatures pulling a pulled vehicle, or rough seas for a water-based vehicle could all increase the DC of a vehicle's piloting checks."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 175,
									"name": "Piloting Actions",
									"entries": [
										"Characters use the actions listed below to move and interact with vehicles. The effects of the {@trait reckless} trait appear on page 176.",
										{
											"type": "ability",
											"style": "full",
											"name": "Board",
											"source": "GMG",
											"page": 175,
											"traits": [
												"move"
											],
											"activity": {
												"number": 1,
												"unit": "action"
											},
											"requirements": "You are adjacent to a point of entry on the vehicle you are attempting to board.",
											"entries": [
												"You board a vehicle through an open top, a door, a portal, or a hatch; if you're already on board, you can instead use this action to disembark into an empty space adjacent to the vehicle's point of entry. Using this action while the vehicle is in motion is challenging, requiring a successful {@skill Acrobatics} or {@skill Athletics} check with a DC equal to the vehicle's AC."
											]
										},
										{
											"type": "ability",
											"style": "full",
											"name": "Drive",
											"activity": {
												"number": 1,
												"unit": "varies",
												"entry": "(Varies)"
											},
											"traits": [
												"move"
											],
											"requirements": "You are piloting a vehicle.",
											"entries": [
												"You pilot your vehicle to move. Decide how many actions you intend to spend before you begin Driving. The effects depend on the number of actions you spend. You can't Drive through spaces occupied by creatures, even if they are allies.",
												"{@as 1} Attempt a piloting check. On a success, the vehicle moves up to its Speed and can turn normally. On a failure, the vehicle moves its Speed in a straight line. On a critical failure, the vehicle moves its Speed in a straight line and becomes uncontrolled.",
												"{@as 2} ({@trait reckless}) The vehicle moves up to twice its Speed in a straight line at the vehicle's current heading.",
												"{@as 3} ({@trait reckless}) You take a \u20135 penalty on your piloting check to maintain control of the vehicle. The vehicle moves up to three times its Speed in a straight line at the vehicle's current heading."
											]
										},
										{
											"type": "ability",
											"style": "full",
											"name": "Run Over",
											"activity": {
												"number": 3,
												"unit": "action"
											},
											"traits": [
												"move",
												"reckless"
											],
											"requirements": "You are piloting a vehicle.",
											"entries": [
												"You try to run over creatures with your vehicle, possibly also ramming one larger creature or object. If you maintain control of your vehicle, the vehicle moves up to twice its Speed in a straight line at the vehicle's current heading. You attempt to run over any creatures in your path two sizes smaller than the vehicle or smaller, and you can attempt to ram one target creature or object in your path one size smaller than the vehicle or larger.",
												"Each creature in your path, including a rammed target, takes the vehicle's collision damage (basic Reflex save at vehicle's collision DC). If the rammed target is a vehicle, its pilot can attempt a piloting check in place of this Reflex save, with the same results. If the target of your ram takes damage, you and your vehicle each take collision damage (no save) and your movement ends."
											]
										},
										{
											"type": "ability",
											"style": "full",
											"name": "Stop",
											"activity": {
												"number": 1,
												"unit": "action"
											},
											"traits": [
												"manipulate"
											],
											"requirements": "You are piloting a vehicle in motion.",
											"entries": [
												"You bring the vehicle to a stop."
											]
										},
										{
											"type": "ability",
											"style": "full",
											"name": "Take Control",
											"activity": {
												"number": 1,
												"unit": "action"
											},
											"traits": [
												"manipulate"
											],
											"requirements": "You are aboard the vehicle and adjacent to its controls.",
											"entries": [
												"You grab the reins, the wheel, or some other mechanism to control the vehicle. Attempt a piloting check; on a success, you become the vehicle's pilot, or regain control of the vehicle if it was uncontrolled. Some vehicles have complicated controls that cause this action to become a multi-action activity."
											]
										}
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 176,
									"name": "Reckless Piloting",
									"entries": [
										"Actions that have the {@trait reckless} trait push the pilot and the vehicle beyond the normal parameters for safe operation, and the pilot risks losing control of the vehicle. When performing a reckless action, the pilot must first attempt an appropriate piloting check to keep control of the vehicle, with the following effects. Resolve this piloting check before resolving the action itself.",
										"{@b Success} The action occurs as described.",
										"{@b Failure} The vehicle moves its Speed in a straight line along its most recent heading, drifting up to 45 degrees at the GM's discretion, and becomes uncontrolled."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 176,
									"name": "Uncontrolled Vehicles",
									"entries": [
										"Some situations can cause a pilot to lose control of their vehicle. Most commonly, this is due to a failed piloting check for a reckless action, but it can also occur if a round passes without a pilot using a move action to control the vehicle or Stopping the vehicle. A vehicle can also become uncontrolled if the pilot becomes unable to act during a move action to control the vehicle. For example, if a vehicle's movement triggers an {@action Attack of Opportunity} that knocks the pilot {@condition unconscious} or paralyzes them, the vehicle becomes uncontrolled.",
										"An uncontrolled vehicle continues to move each round at its most recent pilot's initiative position. The distance it moves each round is 10 feet less than on the previous round, always in a straight line at its current heading until it crashes or it comes to a stop. At your discretion, it could slow down more if it's on uneven terrain, {@quickref difficult terrain||3|terrain}, on an upward slope, or facing adverse wind conditions; by the same token, it could stay at the same speed or even accelerate if it's on a downward slope or being pushed by strong winds.",
										"An uncontrolled vehicle in motion interacts with obstacles, other vehicles, and creatures using the effects of the Run Over action, except that the distance it moves is dictated by the factors above instead of the Speed specified in that action."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 177,
									"name": "Vehicles in Combat",
									"entries": [
										"Whether driving a chariot in an arena or fighting off a boarding party, characters sometimes attack from a vehicle or target other creatures aboard a vehicle. Attacks made while on a vehicle that has moved within the last round take a \u20132 penalty, or a \u20134 penalty if the vehicle is uncontrolled or any action in the last round had the {@trait reckless} trait.",
										"While on a vehicle, a character might have cover from certain angles of attack. A vehicle with sides but no top, such as a chariot or a keelboat, usually provides lesser cover, or standard cover from an attacker on the ground.",
										"An enclosed vehicle, such as a carriage, provides greater cover or may prevent attacks entirely. Breaking the vehicle can reduce the cover it provides.",
										"Some vehicles have special mounted weapons that can be used by the pilot or passengers. These are typically ranged weapons, such as a crossbow, and use the same rules as any other weapon, save that they might be able to target only creatures in a certain range or direction."
									]
								},
								{
									"type": "pf2-h3",
									"source": "GMG",
									"page": 177,
									"name": "Broken Vehicles",
									"entries": [
										"When a vehicle is {@condition broken}, it becomes harder to use. It takes a \u20132 penalty to its AC, saves, and collision DC, and the DC of all piloting checks related to the vehicle increase by 5. The {@condition broken} vehicle's Speeds are halved.",
										"A vehicle reduced to 0 HP is destroyed, like any other item. If the vehicle is in water when it's destroyed, it sinks; if it is flying, it falls and everyone aboard takes falling damage. A pulled or rowed vehicle that becomes wrecked, regardless of which method of propulsion it's using at the time, deals its collision damage (no saving throw) to the creatures pulling or rowing it, and the creatures may have to be physically freed from the wreckage."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 177,
							"name": "Vehicle Statistics",
							"entries": [
								"Vehicles can be as simple as a farmer's cart, or as large and complex as an airship. Whatever the size or complexity of a vehicle, it uses the following stat block format."
							]
						},
						{
							"type": "pf2-h2",
							"source": "GMG",
							"page": 177,
							"name": "Sample Vehicles",
							"entries": [
								"Presented here is a sample of the many vehicles that can be found throughout Golarion."
							]
						}
					]
				}
			]
		},
		{
			"name": "Cathartic Magic",
			"source": "SoM",
			"page": 194,
			"rarity": "uncommon",
			"category": "Optional",
			"subCategory": "Player Option",
			"entries": [
				{
					"type": "pf2-h1",
					"name": "Cathartic Magic",
					"source": "SoM",
					"page": 194,
					"entries": [
						{
							"type": "pf2-h1-flavor",
							"entries": [
								"Some spellcasters draw their magic from the gods, while others shape it by precisely manipulating unseen energy. Still others fuel their magic with raw emotion: the cathartic mages. Their emotional magic is powerful, but raw and unpredictable."
							]
						},
						"{@b Rarity:} {@trait Uncommon}",
						"Catharsis, the process of purging pent-up emotions, places a cathartic mage in a heightened emotional state much like a barbarian's rage. Magical energy pours out, often manifesting in visible displays that cascade off the mage. This can even produce a faint echo of the released emotion within those nearby. Though it seems reasonable that the caster's pent-up emotion would be one that they normally repress, this is by no means required. A cathartic mage could be a generally happy and positive person who still enters an enhanced state as a magical wave of joy overwhelms them.",
						"The magic of emotions is as difficult to master as emotions themselves. Practitioners of this art find themselves tired, unfocused, or in physical pain after tapping into their deepest feelings. It often takes time for these users to reclaim mastery of their own minds. Most cathartic mages find a mundane activity to help settle themselves, such as reading, needlepoint, or simple meditation.",
						{
							"type": "pf2-h2",
							"name": "Roleplaying",
							"entries": [
								"Using cathartic magic in your game invites heavy use of role-playing emotional states, which can be a challenge for some game tables. Players need to check with their GMs and other players to ensure these rules are appropriate for the game. Entering an emotional fervor doesn't mean anything a character does in that state is acceptable. As always, adding new rules doesn't excuse being rude to other players.",
								"It's also important to keep the cathartic emotion from overshadowing the other parts of your character, as it works best as part of a well-rounded personality. It's a powerful emotion, though not your only emotion. This power can be a double-edged sword, but it doesn't have to be. It could be a fun quirk, a deep struggle, or a mysterious power your character wants to investigate."
							]
						},
						{
							"type": "pf2-h2",
							"name": "Gamemastering",
							"entries": [
								"One of the reasons cathartic magic is uncommon has to do with the adjustments the GM must make to incorporate it in the game. Some situations that would normally be detrimental for PCs, like becoming controlled or critically failing at a roll, can be a trigger for powering up instead! Some emotions require a PC or NPC to be an emotional focus, making the ability largely useless if the PC is separated from that person.",
								{
									"type": "pf2-h3",
									"name": "Unplanned Catharsis",
									"entries": [
										"In the right circumstances, a GM might introduce cathartic magic into the game without a player pursuing it first. For example, if a mind-controlled bodyguard is ordered to slay someone they vowed to protect, the GM might decide they can take the Catharsis reaction from the {@feat Cathartic Mage Dedication|SoM}. Like any reaction, it still poses a choice\u2014the player could choose not to take it. If the player enjoys this mechanical reveal, they might even want to invest feats into the {@archetype Cathartic Mage|SoM} archetype."
									]
								}
							]
						},
						"{@note You can find the {@archetype Cathartic Mage|SoM} archetype on the {@pf2etools archetypes|archetypes.html} page.}"
					]
				}
			]
		},
		{
			"name": "Elementalism",
			"source": "SoM",
			"page": 198,
			"category": "Optional",
			"subCategory": "Player Option",
			"entries": [
				{
					"type": "pf2-h1",
					"name": "Elementalism",
					"source": "SoM",
					"page": 198,
					"entries": [
						{
							"type": "pf2-h1-flavor",
							"entries": [
								"The world is a reflection of the Elemental Planes. Fire blazes in its core, cradled and calmed in a bed of Earth. Water brings the parched soil relief, strengthening as it soothes. All this is encapsulated by Air, which breathes life into the world. Elementalism is the belief these four elements are the components used to create all matter. Thus, magic is simply the manipulation of the four elements. Understanding these elements is the essence of elementalism."
							]
						},
						{
							"type": "pf2-sidebar",
							"name": "The Four Elements",
							"entries": [
								"The elements are clearly observable in the natural world, but philosophers ascribe deeper attributes that can be seen in a gust or heard in a geode.",
								"{@indentFirst {@b Fire} is unbridled potential but must be tended with care. When nurtured, flames bring warmth and healing. They illuminate darkness and reveal truth, clearing old growth for new. But fire also burns, obscures, and destroys. An elementalist must learn to both bank and fuel the flames.}",
								"{@indentFirst {@b Earth} is both cradle and tomb. It's home for most creatures, providing nourishment and shelter. But the earth runs deep and is too vast to fully control. An elementalist must listen carefully to the stones or risk their anger.}",
								"{@indentFirst {@b Water} is soothing and enigmatic. Most living creatures are composed primarily of water and require water to survive; controlling water thus gives an elementalist power over the flow of life. Though water is the easiest element to work with, its depths are a mystery.}",
								"{@indentFirst {@b Air} breathes life into myriad worlds but is ephemeral and often overlooked. In truth, air is the most difficult of elements to work with, as learning to grasp the ungraspable and see the unseen is notoriously difficult. Mastering air requires intuition, subtlety, and impressive powers of perception.}"
							]
						},
						{
							"type": "pf2-h2",
							"name": "Druidic Orders",
							"entries": [
								"Elementalists eschew traditional magical divisions in favor of the elemental quaternity and rarely attempt a formal education. Instead, they travel Golarion, learning from the environment and elemental masters. These sojourns are referred to as pilgrimages, and the lessons learned along the way are called exposures or forms.",
								"Druids are among the most well-known elemental masters, capable of harnessing the power of nature that exists below a mountain or flows through an ocean. Although some act as wardens to the world as a whole, most specialize into one of three orders that revere individual elements. Within these orders, as well as the storm order (Core Rulebook 132) that focuses on air, a sizable contingent of druids devote themselves fully to elemental magic, choosing the {@archetype elementalist|SoM} class archetype. However, just as many druids in these orders access magic from the primal spell list normally, believing that they can still take a wider view of nature through the lens of their element.",
								"Elementalist druids are more common in regions with strong traditions involving the cycle of elements, such as Jalmeray.",
								"{@note You can find the {@class druid|CRB|Flame Order|Flame|SoM}, {@class druid|CRB|Stone Order|Stone|SoM} and {@class druid|CRB|Wave Order|Wave|SoM} on the {@pf2etools class|classes.html} page.}"
							]
						},
						{
							"type": "pf2-h2",
							"name": "Focus Spells",
							"entries": [
								"These elemental focus spells are available to druids of the flame, stone, and wave orders and to characters with the {@archetype elementalist|SoM} class archetype.",
								"{@note You can find the new focus spells on the {@pf2etools spells|spells.html} page.}"
							]
						},
						{
							"type": "pf2-h2",
							"name": "Monk Stances",
							"entries": [
								"Monks manipulate the elements within themselves to manifest magic. {@feat Mountain Stance} and {@feat Wild Winds Initiate} from the Core Rulebook provide earth and air.",
								"{@note You can find the new {@filter monk feats|feats||Class=Monk|Source=SoM} on the {@pf2etools feats|feats.html} page.}"
							]
						},
						{
							"type": "pf2-sidebar",
							"name": "Elementalism on Golarion",
							"entries": [
								"Golarion has numerous ties to the Elemental Planes across the land, along with many groups and traditions that use elemental magic.",
								"{@indentFirst {@b Elemental Lord Cults:} Long ago, the four evil elemental lords, deities representing the worst of each element, sealed away the four good elemental lords in nigh-indestructible artifacts. With the good elemental lord of air, Ranginori, now free, adventurers and cultists seek to liberate the others as well.}",
								"{@indentFirst {@b Elemental Saturations:} Some places across the world are so saturated with elemental magic that they might imbue those nearby with some elemental energy, potentially creating an elemental sorcerer or even a geniekin. Perhaps the most famous is the elemental air saturation located within the enormous swirling storm of the Eye of Abendego, but others exist around the world, including the Crystal Womb, a crystalline cavern with enough earth energy to transform someone into an oread; the volcanic Mt. Kumijinja in Tian Xia, which can remove curses with purgative flames; and the River Kingdom of Outsea, which transmutes massive volumes of fresh water into sea water.}",
								"{@indentFirst {@b Monks:} Though Jalmeray's four Houses of Perfection are the most famous examples of elementalist monks, many other forms exist. In resplendent pagodas, disciples of the Stoked Flame strike with such speed that their motions emit sparks. Others stoke their inner fire so high, their bodies turn ice to steam and the surrounding air becomes distorted with heat. On placid lakeshores, with feet sinking into wet sand, initiates learn the graceful motions of the Pavilion of Reflective Ripples; a peaceful, meditative martial art that's as much a dance as a form of combat. Their artistry is breathtaking and their forms impossibly fluid.}"
							]
						},
						{
							"type": "pf2-h2",
							"name": "Elementalist",
							"entries": [
								"{@note You can find the {@archetype Elementalist|SoM} class archetype on the {@pf2etools archetypes|archetypes.html} page.}"
							]
						}
					]
				}
			]
		},
		{
			"name": "Ley Lines",
			"source": "SoM",
			"page": 214,
			"rarity": "rare",
			"category": "Optional",
			"entries": [
				{
					"type": "pf2-h1",
					"name": "Ley Lines",
					"source": "SoM",
					"page": 214,
					"entries": [
						{
							"type": "pf2-h1-flavor",
							"entries": [
								"Magical energy exists throughout the multiverse and flows within and without all aspects of reality. In places where this magical energy flows particularly strongly, it takes the form of ley lines: potent conduits of magic that flow throughout the cosmos. Magical energy travels through ley lines much like blood flows through the veins of living creatures. Ley lines transcend physical form and can be found throughout the universe, through entire worlds, and even across planes."
							]
						},
						"Each ley line carries its own specific manifestation of magical energy. One ley line might contain the power to enhance divinations, while another forms a channel for the destructive power of fire. Regardless of a ley line's specific nature, its presence influences the world around it in subtle or overt ways.",
						{
							"type": "pf2-h2",
							"name": "Ley Lines in your Game",
							"entries": [
								"Though magical essence permeates the multiverse, it rarely concentrates in high enough volume to form a ley line, and as such, ley lines are rare, inscrutable phenomena. Those who overtax a ley line might find that its power fades, reroutes, or even backfires\u2014the ramifications of which can lead to interesting story explorations. In general, these rules assume that ley lines are few and far between in a setting and that one's presence holds notable significance in the game world.",
								"Ley lines impact the world around them in considerable ways, which presents myriad narrative possibilities; for example, a wizard might build a tower on top of a ley line with magic that aids in planar research, or an entire civilization might structure their territory along a ley line to improve their wealth. Ley lines should also manifest magical side effects that relate to their nature, such as increased ambient temperatures or prevalent brushfires along a ley line attuned to fire magic. GMs should feel encouraged to explore how ley lines can affect their world.",
								"Tapping into ley lines often provides benefits that alter spells, akin to metamagic (for example, the basic ley line on page 216 provides a choice between two metamagic effects from metamagic class feats). As such, spellcasters are the most likely to seek out and tap ley lines, but some ley lines provide benefits that any character capable of tapping into them can use; GMs should consider how an entire party can benefit from a ley line and what characters might enjoy some time in the spotlight.",
								"A ley line might be a lasting benefit to the entire party, and discovering one could even serve as an interesting reward for them. The PCs might be encouraged to build a base of operations along a ley line or to establish a nexus at a ley line node.",
								"Ultimately, the use of ley lines is rooted in the familiar mechanics of metamagic, meaning that they should be easy to add without complicating the game. Though they're presented as rare in this book, GMs might prefer them to be more common and are encouraged to create a unique setting featuring prevalent ley lines. Some settings might feature ley lines as common as rivers, influencing the magic and civilizations around them with the type of energy flowing through them. Consider whether the inclusion of ley lines will add or distract from to the richness of the story."
							]
						},
						{
							"type": "pf2-h2",
							"name": "Locating Ley Lines",
							"entries": [
								"Ley lines are typically imperceptible by mundane means, so locating a ley line requires a magical connection of some kind (though not necessarily the ability to cast spells). Typically, ley lines' sizes correlate with their potency, with higher-level ley lines usually being wider and easier to notice\u2014but ley lines are by nature enigmatic phenomena, and some particularly powerful ones are as thin as thread. In rare cases, ley lines might have physical manifestations that make their presence more apparent. For example, a ley line attuned to electrical energy might manifest as a constant stream of sparks and electricity arcing along the ley line's path, or a ley line suffused with positive energy might appear as a strip of overgrown and mutated plants.",
								"A character can locate a ley line with a successful {@skill Occultism} check to {@action Identify Magic}, usually against a DC of 30 for a weak and minor ley line or 20 for a powerful one, but a particular line's presence might be more obvious if it has noticeable magical manifestations. A successful check reveals the location of a ley line but not its capabilities. Each ley line has at least one trait tied to a tradition of magic. To determine the effects of a ley line, a character must succeed at a check to {@action Identify Magic} based on its tradition, with a DC equal to the hard DC of the ley line's level. Finding the exact position, strength, and effects of a ley line can be extremely helpful for characters attempting to access the ley line's power."
							]
						},
						{
							"type": "pf2-h2",
							"name": "Ley Line Nodes",
							"entries": [
								"Ley line nodes are the point at which multiple ley lines intersect. Incredibly rare and powerful, nodes provide those who tap into them access to all of the intersecting ley lines' abilities, and they usually produce one or more additional effects based on the combination of intersecting ley lines. A ley line node's level is equal to that of the highest-level ley line that intersects at the node. Enterprising PCs or NPCs sometimes seek out nodes as sites to perform rituals to establish ley line nexuses. Such locations are jealously guarded by those who wish to claim the nexus's power."
							]
						},
						{
							"type": "pf2-h2",
							"name": "Using Ley Lines",
							"entries": [
								"While locating a ley line might be a difficult process, making use of a ley line's power is remarkably simple. Accessing the power of a ley line requires using the {@action Tap Ley Line|SoM} general skill action. The results of this action are based on the benefits and drawbacks of a ley line.",
								{
									"type": "pf2-h3",
									"name": "Tap Ley Lines (Trained)",
									"entries": [
										"You can use your magical prowess to temporarily access the power of a ley line. Tapping the Ley Line requires a skill check using the skill associated with its tradition ({@skill Arcana} for arcane, {@skill Nature} for primal, {@skill Occultism} for occult, and {@skill Religion} for divine). In cases where a ley line has multiple associated traditions, you can use any of the appropriate skills to Tap the Ley Line. The benefits of a ley line are always magical in nature and can be counteracted in a similar way to a magic item.",
										{
											"type": "data",
											"tag": "action",
											"name": "Tap Ley Line",
											"source": "SoM"
										}
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"name": "Sample Ley Lines",
							"entries": [
								"The following represent a number of different types of ley lines, each of which provides specific effects. GMs can use these ley lines as is or find some inspiration for new ley lines in their own games. Most ley lines are rare, but a specific ley line can be unique.",
								{
									"type": "data",
									"tag": "generic",
									"style": "book",
									"data": {
										"name": "Basic Ley Line",
										"traits": [
											"rare",
											"evocation"
										],
										"category": "Ley Line",
										"level": "2",
										"sections": [
											[
												[
													"Most ley lines are simply naturally occurring conduits of pure magical energy. Tapping into a basic ley line allows spellcasters to modify their spells. This ley line has the {@trait arcane}, {@trait divine}, {@trait occult}, or {@trait primal} trait as appropriate.",
													{
														"type": "successDegree",
														"entries": {
															"Benefit": "When you {@action Cast a Spell}, alter the spell as if you had just used your choice of either {@feat Reach Spell (Sorcerer)||Reach Spell} or {@feat Widen Spell (Sorcerer)||Widen Spell}.",
															"Backlash": "The magical energy overwhelms your mind. You become {@condition stupefied 1} until the end of your next turn."
														}
													}
												]
											]
										]
									}
								},
								{
									"type": "data",
									"tag": "generic",
									"style": "book",
									"data": {
										"name": "Energy Ley Line",
										"traits": [
											"rare",
											"evocation",
											"primal"
										],
										"category": "Ley Line",
										"level": "4",
										"sections": [
											[
												[
													"Energy ley lines are attuned to a specific type of energy and enhance that energy's power. They might form where the power from an Inner Plane with immense energy (such as an Elemental Plane, the Positive Energy Plane, or the Negative Energy Plane) seeps across a planar boundary. An energy ley line can be attuned to acid, cold, electricity, fire, force, positive, negative, or sonic energy and gains the respective trait for that energy. Higher-level energy ley lines can deal greater {@condition persistent damage} on the benefit and greater damage on the backlash, usually {@damage 1d8} per 4 levels.",
													{
														"type": "successDegree",
														"entries": {
															"Benefit": "All damage of the associated energy type you deal clings to your targets, dealing an additional {@damage 1d8} {@condition persistent damage} of the ley line's energy type.",
															"Backlash": "The energy rebounds, and you take {@damage 2d8} {@condition persistent damage} of the ley line's energy type."
														}
													}
												]
											]
										]
									}
								},
								{
									"type": "data",
									"tag": "generic",
									"style": "book",
									"data": {
										"name": "Focused Ley Line",
										"traits": [
											"rare",
											"arcane",
											"divine",
											"evocation",
											"occult",
											"primal"
										],
										"category": "Ley Line",
										"level": "10",
										"sections": [
											[
												[
													"Focused ley lines are concentrated points of magical energy which are even more potent than other ley lines. These ley lines allow users to realign their magical connections almost immediately. Higher-level focused ley lines allow users to gain their benefits more times in a single day.",
													{
														"type": "successDegree",
														"entries": {
															"Benefit": "You gain a Focus Point, which is separate from your focus pool and doesn't count toward the cap on your focus pool. You can gain this benefit only if you have a focus pool. If you don't use this focus point before the benefit of the ley line runs out, it's lost. You become temporarily immune to the benefits of this ley line for 24 hours.",
															"Backlash": "Your entire being becomes overwhelmed with magical energy. You become {@condition stupefied 3} for 1 minute, and you can't {@action Refocus} for 1 hour."
														}
													}
												]
											]
										]
									}
								},
								{
									"type": "data",
									"tag": "generic",
									"style": "book",
									"data": {
										"name": "Haunted Ley Line",
										"traits": [
											"rare",
											"divine",
											"necromancy",
											"occult"
										],
										"category": "Ley Line",
										"level": "12",
										"sections": [
											[
												[
													"Some ley lines form at sites of significant death. This results in haunted ley lines, which allow those who tap into them to blur the line between life and death. More powerful haunted ley lines grant the benefits of a higher-level {@spell blink} spell.",
													{
														"type": "successDegree",
														"entries": {
															"Benefit": "You're affected by {@spell blink} for the duration of the ley line benefit. You can {@action Sustain a Spell||Sustain the Spell} as though you had cast it, and you can choose the direction of your reappearance when you do so (you still reappear randomly at the end of your turn).",
															"Backlash": "You get partially pulled into the Ethereal Plane. For 1 minute, you vanish and reappear in a random direction at the end of your turn as noted in the effects of blink, but you don't gain any of the other effects of the spell."
														}
													}
												]
											]
										]
									}
								},
								{
									"type": "data",
									"tag": "generic",
									"style": "book",
									"data": {
										"name": "Specialized Ley Line",
										"traits": [
											"rare",
											"arcane"
										],
										"category": "Ley Line",
										"level": "14",
										"sections": [
											[
												[
													"Specialized ley lines empower specific types of magic. They most commonly come about where a practitioner of a particular type of magic has utilized their magical arts repeatedly, such as at locations of magical academies. Each specialized ley line is attuned to a specific school of magic and gains that school's trait. More powerful ones can heighten a spell multiple levels at once.",
													{
														"type": "successDegree",
														"entries": {
															"Benefit": "Spells you cast of the ley line's attuned school are empowered. When you {@action Cast a Spell} of that school, that spell is automatically heightened 1 level, up to a level equal to the highest spell level you can cast.",
															"Backlash": "Your connection to the ley line's school of magic weakens, making it temporarily harder to manifest those spells. For 1 minute, all spells of the attuned school require one additional action to cast."
														}
													}
												]
											]
										]
									}
								}
							]
						},
						{
							"type": "pf2-h2",
							"name": "Ley Line Rituals",
							"entries": [
								"Those who build a stronghold on a ley line might use rituals to increase their advantage. The following rituals allow easier or more powerful benefits from ley lines.",
								{
									"type": "data",
									"tag": "ritual",
									"data": {
										"name": "Empower Ley Line",
										"source": "SoM",
										"page": 216,
										"level": 7,
										"traits": [
											"rare",
											"evocation"
										],
										"cast": {
											"number": 1,
											"unit": "day"
										},
										"cost": "magical foci worth a total value of 50 gp × the spell level × the target's level",
										"secondaryCasters": {
											"number": 6
										},
										"primaryCheck": {
											"entry": "{@skill Arcana}, {@skill Nature}, {@skill Occultism}, or {@skill Religion}, matching the ley line's tradition (legendary)",
											"skills": [
												"{@skill Arcana}",
												"{@skill Nature}",
												"{@skill Occultism}",
												"{@skill Religion}"
											],
											"prof": "legendary"
										},
										"secondaryCheck": {
											"entry": "{@skill Lore||Ley Line Lore} or {@skill Occultism}",
											"skills": [
												"{@skill Lore}",
												"{@skill Occultism}"
											]
										},
										"range": {
											"entry": "10 feet",
											"distance": {
												"type": "feet",
												"amount": 10
											}
										},
										"targets": "1 ley line or ley line node up to double this ritual's level",
										"duration": {
											"type": null
										},
										"entries": [
											"You draw upon surrounding magical energy to empower a ley line, enhancing both its {@trait positive} and {@trait negative} effects.",
											"The duration of an empowered ley line's benefits increases: when you successfully Tap a Ley Line that's empowered, you gain its benefits until the end of your next turn on a success (1 minute on a critical success)",
											"You take double the damage if you fail to Tap a Ley Line that's empowered and double the damage from the ley line's backlash effects (if any). If a backlash effect has a duration, that duration increases: a backlash effect that would ordinarily last until the end of your next turn now lasts for 1 minute, effects that last for 1 minute now last for 10 minutes, effects that last for 10 minutes now last for 1 hour, and effects that last for 1 hour now last for 1 day.",
											{
												"type": "successDegree",
												"entries": {
													"Critical Success": "You empower the ley line until the next turning of the season.",
													"Success": "You empower the ley line for 1 week.",
													"Failure": "You fail to empower the ley line.",
													"Critical Failure": "All casters take damage and suffer the ley line's backlash as if they had critically failed to Tap the Ley Line. This damage and backlash is enhanced as if the ley line were successfully empowered, leading to increased damage and longer backlash effects."
												}
											}
										]
									}
								},
								{
									"type": "data",
									"tag": "ritual",
									"data": {
										"name": "Establish Nexus",
										"source": "SoM",
										"page": 217,
										"level": 5,
										"traits": [
											"rare",
											"consecration",
											"transmutation"
										],
										"cast": {
											"number": 1,
											"unit": "day"
										},
										"cost": "magical foci worth 100 gp × the spell level × the node's level",
										"secondaryCasters": {
											"number": 2
										},
										"primaryCheck": {
											"entry": "{@skill Arcana}, {@skill Nature}, {@skill Occultism}, or {@skill Religion} based on the ley line (master)",
											"skills": [
												"{@skill Arcana}",
												"{@skill Nature}",
												"{@skill Occultism}",
												"{@skill Religion}"
											],
											"prof": "master"
										},
										"secondaryCheck": {
											"entry": "{@skill Lore||Ley Line Lore} or {@skill Occultism}",
											"skills": [
												"{@skill Lore}",
												"{@skill Occultism}"
											]
										},
										"range": {
											"entry": "10 feet",
											"distance": {
												"type": "feet",
												"amount": 10
											}
										},
										"targets": "1 ley line node up to double establish nexus's level",
										"duration": {
											"type": null
										},
										"entries": [
											"You focus the power of the node's intersecting ley lines into a powerful confluent point known as a ley line nexus.",
											"The ley line nexus grows out from the node in a 20-foot radius. The ley line nexus is more open and available for access to creatures you designate. When Tapping the Ley Lines, these creatures get a degree of success one better than they rolled.",
											{
												"type": "successDegree",
												"entries": {
													"Critical Success": "The ley line nexus is established. The nexus is particularly powerful, allowing it to continually refresh its magical energy; thus, the nexus lasts for up to 100 years, unless the ley lines shift.",
													"Success": "The ley line nexus is established and lasts for a year and one day, unless the ley lines shift.",
													"Failure": "You fail to establish the ley line nexus.",
													"Critical Failure": "All casters take damage and suffer backlash effects as if they had critically failed to Tap every Ley Line in the node simultaneously, and they can't attempt to Tap those Ley Lines for a year and one day."
												}
											}
										]
									}
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Flexible Preparation",
			"source": "SoM",
			"page": 208,
			"category": "Optional",
			"subCategory": "Player Option",
			"entries": [
				{
					"type": "pf2-h1",
					"name": "Flexible Preparation",
					"source": "SoM",
					"page": 208,
					"entries": [
						{
							"type": "pf2-h1-flavor",
							"entries": [
								"For millennia, debate raged among magical circles as to which spellcasters have the edge: those who cast spells spontaneously from a repertoire, since they can pull out whichever of those spells they require in a pinch, or those who prepare their daily spells, since they can plan and change out their spells each day to meet their varying needs. Yet, there have also been those who dared to have it all."
							]
						},
						"Flexible spellcasters learn to prepare spells into a collection each day and can cast spells from their collection spontaneously. This combination makes such spellcasters the envy of their peers, but it comes with a significant cost. The magical power required to fuel their flexible casting draws heavily upon their magic's mental or vital essence, so they can cast far fewer spells each day. The strain manifests differently for each flexible spellcaster and varies by tradition, though it most commonly starts as a mild headache for arcane and occult spellcasters or fatigue for divine and primal spellcasters.",
						"Flexible spellcasting wizards\u2014who sometimes prefer to use the more generic term for arcane spellcasters, arcanists\u2014are more common in schools and other places that practice experimental or innovative magic, such as the Occularium in the atheist nation of Rahadoum, the Magaambya magic school in the jungle of the Mwangi Expanse, or the many academies in the arcane nation of Nex. Flexible spellcasting druids, sometimes called fey callers, use the infinite possibilities of the First World and the magical curiosity of the fey to power their flexible magic. They more commonly appear in places where the veil to the First World is thin, such as the Land of the Linnorm Kings or the River Kingdoms. Flexible spellcasting clerics, sometimes called ecclesiasts, have an unorthodox connection to their deity, allowing them flexibility in the grace they earn through their prayers. They're more commonly itinerant, rather than connected to an established church. Flexible spellcasting witches, sometimes called invokers, have more personal connections with their patrons (even though the patron is still an enigma), allowing them to adjust their magic more easily.",
						"{@note You can find the {@archetype Flexible Caster|SoM} class archetype on the {@pf2etools archetypes|archetypes.html} page.}"
					]
				}
			]
		},
		{
			"name": "Geomancy",
			"source": "SoM",
			"page": 210,
			"category": "Optional",
			"subCategory": "Player Option",
			"entries": [
				{
					"type": "pf2-h1",
					"name": "Geomancy",
					"source": "SoM",
					"page": 210,
					"entries": [
						{
							"type": "pf2-h1-flavor",
							"entries": [
								"The natural vistas of the world are varied and beautiful, and they contain power just waiting to be tapped. From the burning sands of a desert to the freezing tundra of a taiga, from the breathless heights of the tallest peak to the claustrophobic caverns deep underground, each type of terrain holds its own wonders. Geomancy is the study of the magic within these places, and while it has much in common with the primal forces of druidism, it focuses on the specifics of the many types of terrain and how they can resonate within someone who respects those details."
							]
						},
						"To a geomancer, the world is a living tapestry of magic, woven together in different biomes and ecosystems that each interact with those around them, sometimes working together and other times at cross purposes. A novice geomancer learns to tap into that flow of magic and enhance their castings whenever their magic has a resonance with the surrounding area, but a true master can chain magic to build an artificial resonance cobbled together out of nothing more than their own power and connection to the land.",
						{
							"type": "pf2-sidebar",
							"name": "Geomantic Stauration",
							"entries": [
								"Areas of geomantic saturation are rare phenomena wherein either elemental matter or life essence strongly saturate a site or location, granting a unique magical effect. For example, the Crystal Womb deep underground is saturated with earth elemental energy. To represent a place of geomantic saturation, the rules for magical terrain in {@variantrule Pervasive Magic|SoM} are a good starting point.",
								"To a geomancer, these areas also represent a potential source of power and learning. Tapping into or attuning with a saturated area might present a challenge for the geomancer, potentially requiring {@variantrule research|GMG} or a ritual similar to {@ritual establish nexus|SoM}. Successfully attuning to the areas might offer rare spells, feats, or other options for a geomancer to access or even a unique option available only by attuning with that specific saturation."
							]
						},
						{
							"type": "pf2-h2",
							"name": "Terrain Types",
							"entries": [
								"Each of the nine fundamental geomantic terrains represents a wide variety of environments and biomes. For instance, the mountain terrain applies to hilly regions, the forest terrain applies to jungles and rain forests, and the swamp terrain includes marshes and bogs. While each of these fundamental terrains isn't homogeneous and offers diverse magical secrets to a geomancer, over time, geomancers have nonetheless developed certain broad associations with each type.",
								{
									"type": "pf2-h3",
									"name": "Aquatic Geomancy",
									"entries": [
										"Rivers course, tides ebb and flow, and water shifts from ice to vapor, all while creatures grow and adapt within the depths. Casting spells in water calls for a free flow of ideas and emotions. Geomantic rituals intended to change one thing to another often take place in aquatic terrain, or in a liminal space between aquatic terrain and another type of terrain, such as a beach."
									]
								},
								{
									"type": "pf2-h3",
									"name": "Arctic Geomancy",
									"entries": [
										"Icy winds carry crystalline flecks of snow that distort the horizons, and desolate nights bring undulating light shows to the black skies. An arctic environment draws a geomancer toward illusory magic that replicates the splendor and mystery of the sparkling tundras, and to long-lasting protection against the elements."
									]
								},
								{
									"type": "pf2-h3",
									"name": "Desert Geomancy",
									"entries": [
										"Sandstorms rage as the sun glares down oppressive heat, only to retreat into a frigid night. Life is harsh in the desert, and only the powerful and adaptable survive; the desert's geomantic energies reflect that truth. When the environment is unforgiving, so is the geomancer, who brings forth punishing magic as merciless as trackless stone and sizzling sand."
									]
								},
								{
									"type": "pf2-h3",
									"name": "Forest Geomancy",
									"entries": [
										"Forest are defined by the thick growth of plants, a canopy of green home to creatures across every stratum from the forest floor to the treetops. All forests, from those of humid ferns to frozen conifers, share growth and creation. This generative power thrives in a geomancer, coming to life in spells that spring vines and thorns or call forth ancient creatures tied to the land."
									]
								},
								{
									"type": "pf2-h3",
									"name": "Mountain Geomancy",
									"entries": [
										"Mountains reach to the skies above, breathtaking and impassable. They stand ever-vigilant and seemingly outside the passage of time until, over the course of eons, even they crumble. Mountains serve as barriers and thresholds: boundaries between nations and demarcations between lush windward and arid leeward. This role leads geomancers to associate mountains with wards and barriers."
									]
								},
								{
									"type": "pf2-h3",
									"name": "Plains Geomancy",
									"entries": [
										"The vast expanse of grasslands represent limitless potential spanning off in every direction. Animals and caravans alike migrate across the plains, but humans and other sapient creatures also settle down and build farms. The openness of the plains calls for spells of the wind, plant cultivation, and fast, effortless travel. A geomancer on the plains feels the vastness within them, stretching as broad as the distant horizons."
									]
								},
								{
									"type": "pf2-h3",
									"name": "Sky Geomancy",
									"entries": [
										"The open sky is a soaring realm of freedom and exhilaration. The sky is capricious, reflecting the moods of the firmament and altering those of the creatures that live beneath; its oppressive gray or clear blue evoke different emotions. As night falls, the heavens become a star-flecked wonderland beneath the pale gaze of the moon. The sky opens the geomancer to change and uncertainty, allowing for magic to move physical forms and enchantments to sway minds."
									]
								},
								{
									"type": "pf2-h3",
									"name": "Swamp Geomancy",
									"entries": [
										"Wetlands cultivate teeming life, though many of the organisms that thrive in swamps can also bring disease. Marshes, bogs, and fens have their own slightly different geomantic properties, but all envelop the geomancer, engulfing the self in gripping mud, murky water, and calls of buzzing insects. The magic of death and rebirth flourishes in the duality of the swamp."
									]
								},
								{
									"type": "pf2-h3",
									"name": "Underground Geomancy",
									"entries": [
										"Places beneath the surface of the world are home to countless secrets, from the caves just under the surface to deep, dark caverns of progressively increasing mystery and alien splendor. Twisting tunnels block sight but provide ghostly echoes, revealing distant truths to those who can interpret them. Geomancers feel the pull of the mysterious knowledge held deep in the earth, tracing through the ground as surely as mineral veins. Geomancers tap into this force to learn the answers to enigmas long forgotten to those on the surface."
									]
								}
							]
						},
						"{@note You can find the {@archetype Geomancer|SoM} archetype on the {@pf2etools archetypes|archetypes.html} page.}"
					]
				}
			]
		},
		{
			"name": "Pervasive Magic",
			"source": "SoM",
			"rarity": "rare",
			"page": 218,
			"category": "Variant",
			"entries": [
				{
					"type": "pf2-h1",
					"name": "Pervasive Magic",
					"source": "SoM",
					"page": 218,
					"entries": [
						{
							"type": "pf2-h1-flavor",
							"entries": [
								"While the majority of Golarion has a substantial amount of magic, it is not ubiquitous. In other worlds, though, magic could be everywhere\u2014a part of everyday life. Creatures on these worlds have an affinity with at least one of the magic traditions, and most are capable of at least simple spellcasting."
							]
						},
						"{@b Rarity:} {@trait Rare}",
						"GMs can use the pervasive magic rules found here to create worlds where magic flows freely (or to alter only parts of a setting to be especially high in magic; see page 222 for ideas on how to incorporate pervasive magic rules into the Lost Omens setting).",
						"Adding magical traits to a campaign can enrich the setting and make it more memorable. Perhaps a cataclysmic, magical event turned part of the world into a barren wasteland\u2014those desolated plains might still hold enough residual magic to apply the pervasive magic rules. Creatures and characters in an area might all have the arcane trait, or mountain lakes tied to the Elemental Plane of Water might infuse the nearby terrain and its inhabitants with primal magic. The constant efforts of secretive cults might cause occult power to leak into the sewers and tunnels beneath a bustling city.",
						"The GM must decide when first creating a campaign if it uses the pervasive magic rules. In pervasive magic campaigns, players choose their characters' associated magic trait and can select from the pervasive magic backgrounds and feats presented starting on page 219. Because pervasive magic represents a slight power increase overall, it's recommended that if some characters in the setting have access to pervasive magic, then all characters should to maintain balance.",
						{
							"type": "pf2-h2",
							"name": "Tradition Traits",
							"entries": [
								"Every creature in a pervasive magic campaign, including PCs, has a trait associated with one of the magical traditions. Note that this trait is inherent and a circumstance of nature, independent of class choice\u2014a character with the primal tradition trait can still study to be a wizard and cast arcane spells. See page 220 for how to adjust creature stats in areas of pervasive magic. You might see primal manticores, arcane ogres, occult gold dragons, or divine flesh golems.",
								"Creatures (including PCs) gain the following:",
								{
									"type": "list",
									"items": [
										"A trait associated with one of the magic traditions: {@trait arcane}, {@trait divine}, {@trait occult}, or {@trait primal}.",
										"The ability to cast a cantrip (PCs choose one upon character creation) from the tradition associated with that trait.",
										"The {@action Cast a Spell} activity.",
										"Proficiency rank in spell DCs and spell attack rolls with the chosen tradition equal to their class DC or their highest proficiency rank in spell DCs, whichever is higher. They can choose any mental ability score (Intelligence, Wisdom, or Charisma) to be associated with their innate spells granted by pervasive magic.",
										"Access to backgrounds and feats with the {@trait pervasive magic} trait (see below)."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"name": "Magical Backgrounds",
							"entries": [
								"Characters in pervasive magic campaigns choose backgrounds normally, but they also have access to backgrounds that represent the influence of constant and powerful magic during their lives. Some of these backgrounds determine your innate magical trait.",
								{
									"type": "data",
									"tag": "background",
									"data": {
										"name": "Energy Scarred",
										"source": "SoM",
										"page": 219,
										"traits": [
											"rare",
											"pervasive",
											"magic"
										],
										"entries": [
											"Exposure to a significant magical event overloaded you with magical energy. Perhaps you were exposed to dangerous levels of magical energy that left you near death, or it built up over long-term exposure to a powerful source of magic.",
											"Choose two ability boosts. One must be Constitution and one is a free ability boost.",
											"Your innate {@trait magical} trait is {@trait primal}. Choose acid, cold, electricity, fire, force, negative, positive, or sonic. You are trained in a {@skill Lore} skill associated with the chosen energy (such as {@skill Lore||Fire Lore}) and you gain resistance to that energy type equal to half your level (minimum 1)."
										],
										"boosts": [
											"Constitution",
											"Free"
										],
										"lore": [
											"Fire"
										]
									}
								},
								{
									"type": "data",
									"tag": "background",
									"data": {
										"name": "Mystic Tutor",
										"source": "SoM",
										"page": 219,
										"traits": [
											"rare",
											"pervasive",
											"magic"
										],
										"entries": [
											"You spent years predicting, identifying, and harnessing the innate magical talents of those around you. A magic-rich world has taught you that you can never have too much training when everyone around you is capable of magic.",
											"Choose two ability boosts. One must be Intelligence or Wisdom and one is a free ability boost.",
											"Your innate {@trait magical} trait is {@trait arcane} or {@trait occult}. You're trained in either {@skill Arcana} or {@skill Occultism}, depending on your innate {@trait magical} trait, and the {@skill Lore||Academia Lore} skill. You gain the {@feat Recognize Spell} skill feat."
										],
										"boosts": [
											"Intelligence",
											"Wisdom",
											"Free"
										],
										"skills": [
											"{@skill Arcana}",
											"{@skill Occultism}"
										],
										"lore": [
											"Academia"
										]
									}
								},
								{
									"type": "data",
									"tag": "background",
									"data": {
										"name": "Surge Investigator",
										"source": "SoM",
										"page": 219,
										"traits": [
											"rare",
											"pervasive",
											"magic"
										],
										"entries": [
											"From rivers that {@spell charm} all who come near to forests that speak through {@spell dream message||dream messages}, you have seen and studied many kinds of magical terrain. The world is so rich in magic that it can affect the land itself, and you have traveled extensively to learn the ways of identifying the oddities of magical terrain wherever it arises.",
											"Choose two ability boosts. One must be Constitution or Wisdom and one is a free ability boost.",
											"You're trained in your choice of {@skill Nature} or {@skill Occultism} and the {@skill Lore||Magical Terrain Lore} skill. You gain the {@feat Terrain Expertise} skill feat."
										],
										"boosts": [
											"Constitution",
											"Wisdom",
											"Free"
										],
										"skills": [
											"{@skill Nature}",
											"{@skill Occultism}"
										],
										"lore": [
											"Magical Terrain"
										]
									}
								}
							]
						},
						{
							"type": "pf2-h2",
							"name": "Feats",
							"entries": [
								"This section presents new feats that are available only to creatures or characters from pervasive magic campaigns. All of these feats are class feats, but they can be taken by any class. When you take the feat, it gains the trait appropriate for your class.",
								{
									"type": "data",
									"tag": "feat",
									"data": {
										"name": "Cantrip Casting",
										"source": "SoM",
										"page": 219,
										"level": 2,
										"featType": {
											"class": false,
											"general": false,
											"ancestry": false,
											"skill": false,
											"archetype": false
										},
										"traits": [
											"rare",
											"pervasive magic"
										],
										"entries": [
											"You increase your ability to cast simple spells. You gain two additional cantrips from the tradition matching your trait."
										]
									}
								},
								{
									"type": "data",
									"tag": "feat",
									"data": {
										"name": "Basic Spellcasting",
										"source": "SoM",
										"page": 219,
										"level": 4,
										"featType": {
											"class": false,
											"general": false,
											"ancestry": false,
											"skill": false,
											"archetype": false
										},
										"traits": [
											"rare",
											"pervasive magic"
										],
										"prerequisites": "{@feat Cantrip Casting|SoM}",
										"entries": [
											"You increase your ability to cast spells. You gain the {@quickref basic spellcasting benefits|CRB|0|spellcasting archetypes} granted by spellcasting archetypes, gaining a spell repertoire. Each time you gain a spell slot of a new level from the basic, expert, and {@quickref master spellcasting benefits|CRB|0|spellcasting archetypes} from pervasive magic feats, add a spell of the appropriate spell level to your repertoire: a common spell of the magical tradition matching your trait, or another spell of that tradition that you have learned or discovered."
										]
									}
								},
								{
									"type": "data",
									"tag": "feat",
									"data": {
										"name": "Expert Spellcasting",
										"source": "SoM",
										"page": 219,
										"level": 12,
										"featType": {
											"class": false,
											"general": false,
											"ancestry": false,
											"skill": false,
											"archetype": false
										},
										"traits": [
											"rare",
											"pervasive magic"
										],
										"prerequisites": "{@feat Basic Spellcasting|SoM}",
										"entries": [
											"You gain the expert spellcasting archetype benefits."
										]
									}
								},
								{
									"type": "data",
									"tag": "feat",
									"data": {
										"name": "Master Spellcasting",
										"source": "SoM",
										"page": 219,
										"level": 18,
										"featType": {
											"class": false,
											"general": false,
											"ancestry": false,
											"skill": false,
											"archetype": false
										},
										"traits": [
											"rare",
											"pervasive magic"
										],
										"prerequisites": "{@feat Expert Spellcasting|SoM}",
										"entries": [
											"You gain the master spellcasting archetype benefits."
										]
									}
								}
							]
						},
						{
							"type": "pf2-h2",
							"name": "Creature Adjustments",
							"entries": [
								"In a world of pervasive magic, creatures gain at least one trait associated with a magical tradition. These traits reflect the creature's innate magical nature. In areas of localized pervasive magic, these traits represent the area itself.",
								{
									"type": "pf2-h3",
									"name": "Arcane Adjustments",
									"entries": [
										"The creature gains the {@trait arcane} trait and can cast a single innate spell from the arcane spell list once per day. Use the creature's level (see the table below) to determine the spell's level. Use the spell DC and spell attack roll on the table if the creature does not already have those statistics.",
										{
											"source": "SoM",
											"page": 220,
											"labelRowIdx": [
												0
											],
											"colStyles": [
												"text-left",
												"text-left",
												"text-left"
											],
											"rows": [
												[
													"Creature Level",
													"Spell Level (Statistics)",
													"Suggested Spells"
												],
												[
													"\u20131 to 2",
													"Cantrip (DC 15, attack +7)",
													"{@spell Daze}, {@spell detect magic}, {@spell shield}, {@spell telekinetic projectile}"
												],
												[
													"3 to 4",
													"1st (DC 18, attack +10)",
													"{@spell Charm}, {@spell fleet step}, {@spell grim tendrils}, {@spell magic missile}, {@spell sleep}"
												],
												[
													"5 to 6",
													"2nd (DC 21, attack +13)",
													"{@spell Blur}, {@spell invisibility}, {@spell mirror image}, {@spell see invisibility}, {@spell spider climb}"
												],
												[
													"7 to 8",
													"3rd (DC 23, attack +15)",
													"{@spell Blindness}, {@spell fireball}, {@spell haste}, {@spell hypnotic pattern}, {@spell lightning bolt}, {@spell wall of wind}"
												],
												[
													"9 to 10",
													"4th (DC 26, attack +18)",
													"{@spell Blink}, {@spell confusion}, {@spell fire shield}, {@spell freedom of movement}, {@spell wall of fire}"
												],
												[
													"11 to 12",
													"5th (DC 29, attack +21)",
													"{@spell Cloak of colors}, {@spell cloudkill}, {@spell cone of cold}, {@spell tongues}"
												],
												[
													"13 to 14",
													"6th (DC 31, attack +23)",
													"{@spell Chain lightning}, {@spell spellwrack}, {@spell true seeing}"
												],
												[
													"15 to 16",
													"7th (DC 34, attack +26)",
													"{@spell Fiery body}, {@spell prismatic spray}, {@spell true target}"
												],
												[
													"17 to 18",
													"8th (DC 35, attack +27)",
													"{@spell Disappearance}, {@spell horrid wilting}, {@spell maze}"
												],
												[
													"19 to 20",
													"9th (DC 38, attack +30)",
													"{@spell Meteor swarm}, {@spell prismatic sphere}"
												],
												[
													"21 or higher",
													"10th (DC 42, attack +34)",
													"{@spell Time stop}, {@spell wish}"
												]
											],
											"type": "table"
										}
									]
								},
								{
									"type": "pf2-h3",
									"name": "Divine Adjustments",
									"entries": [
										"The creature gains the {@trait divine} trait and can cast a single innate spell from the divine spell list once per day. Use the creature's level (see the table below) to determine the spell's level. Use the spell DC and spell attack roll on the table if the creature does not already have those statistics.",
										{
											"source": "SoM",
											"page": 220,
											"labelRowIdx": [
												0
											],
											"colStyles": [
												"text-left",
												"text-left",
												"text-left"
											],
											"rows": [
												[
													"Creature Level",
													"Spell Level (Statistics)",
													"Suggested Spells"
												],
												[
													"\u20131 to 2",
													"Cantrip (DC 15, attack +7)",
													"{@spell Detect magic}, {@spell divine lance}, {@spell guidance}, {@spell light}"
												],
												[
													"3 to 4",
													"1st (DC 18, attack +10)",
													"{@spell Bane}, {@spell bless}, {@spell heal}, {@spell sanctuary}"
												],
												[
													"5 to 6",
													"2nd (DC 21, attack +13)",
													"{@spell Death knell}, {@spell restoration}, {@spell silence}, {@spell spiritual weapon}"
												],
												[
													"7 to 8",
													"3rd (DC 23, attack +15)",
													"{@spell Chilling darkness}, {@spell heroism}, {@spell sanctified ground}, {@spell searing light}"
												],
												[
													"9 to 10",
													"4th (DC 26, attack +18)",
													"{@spell Divine wrath}, {@spell spell immunity}"
												],
												[
													"11 to 12",
													"5th (DC 29, attack +21)",
													"{@spell Abyssal plague}, {@spell flame strike}, {@spell sending}, {@spell spiritual guardian}"
												],
												[
													"13 to 14",
													"6th (DC 31, attack +23)",
													"{@spell Blade barrier}, {@spell righteous might}"
												],
												[
													"15 to 16",
													"7th (DC 34, attack +26)",
													"{@spell Eclipse burst}, {@spell energy aegis}, {@spell sunburst}"
												],
												[
													"17 to 18",
													"8th (DC 35, attack +27)",
													"{@spell Divine aura}, {@spell spiritual epidemic}"
												],
												[
													"19 to 20",
													"9th (DC 38, attack +30)",
													"{@spell Overwhelming presence}, {@spell wail of the banshee}"
												],
												[
													"21 or higher",
													"10th (DC 42, attack +34)",
													"{@spell Miracle}, {@spell revival}"
												]
											],
											"type": "table"
										}
									]
								},
								{
									"type": "pf2-h3",
									"name": "Occult Adjustments",
									"entries": [
										"The creature gains the {@trait occult} trait and can cast a single innate spell from the occult spell list once per day. Use the creature's level (see the table below) to determine the spell's level. Use the spell DC and spell attack roll on the table if the creature does not already have those statistics.",
										{
											"source": "SoM",
											"page": 220,
											"labelRowIdx": [
												0
											],
											"colStyles": [
												"text-left",
												"text-left",
												"text-left"
											],
											"rows": [
												[
													"Creature Level",
													"Spell Level (Statistics)",
													"Suggested Spells"
												],
												[
													"\u20131 to 2",
													"Cantrip (DC 15, attack +7)",
													"{@spell Chill touch}, {@spell guidance}, {@spell ghost sound}, {@spell shield}"
												],
												[
													"3 to 4",
													"1st (DC 18, attack +10)",
													"{@spell Bane}, {@spell charm}, {@spell fear}, {@spell grim tendrils}, {@spell ray of enfeeblement}"
												],
												[
													"5 to 6",
													"2nd (DC 21, attack +13)",
													"{@spell Darkness}, {@spell false life}, {@spell paranoia}"
												],
												[
													"7 to 8",
													"3rd (DC 23, attack +15)",
													"{@spell Enthrall}, {@spell haste}, {@spell slow}"
												],
												[
													"9 to 10",
													"4th (DC 26, attack +18)",
													"{@spell Confusion}, {@spell phantasmal killer}, {@spell suggestion}"
												],
												[
													"11 to 12",
													"5th (DC 29, attack +21)",
													"{@spell Abyssal plague}, {@spell black tentacles}, {@spell crushing despair}"
												],
												[
													"13 to 14",
													"6th (DC 31, attack +23)",
													"{@spell Feeblemind}, {@spell repulsion}, {@spell spirit blast}"
												],
												[
													"15 to 16",
													"7th (DC 34, attack +26)",
													"{@spell Mask of terror}, {@spell visions of danger}, {@spell warp mind}"
												],
												[
													"17 to 18",
													"8th (DC 35, attack +27)",
													"{@spell Maze}, {@spell mind}, {@spell spirit song}, {@spell uncontrollable dance}"
												],
												[
													"19 to 20",
													"9th (DC 38, attack +30)",
													"{@spell Telepathic demand}, {@spell unfathomable song}"
												],
												[
													"21 or higher",
													"10th (DC 42, attack +34)",
													"{@spell Alter reality}, {@spell fabricated truth}"
												]
											],
											"type": "table"
										}
									]
								},
								{
									"type": "pf2-h3",
									"name": "Primal Adjustments",
									"entries": [
										"The creature gains the {@trait primal} trait and can cast a single innate spell from the primal spell list once per day. Use the creature's level (see the table below) to determine the spell's level. Use the spell DC and spell attack roll on the table if the creature does not already have those statistics.",
										{
											"source": "SoM",
											"page": 220,
											"labelRowIdx": [
												0
											],
											"colStyles": [
												"text-left",
												"text-left",
												"text-left"
											],
											"rows": [
												[
													"Creature Level",
													"Spell Level (Statistics)",
													"Suggested Spells"
												],
												[
													"\u20131 to 2",
													"Cantrip (DC 15, attack +7)",
													"{@spell Electric arc}, {@spell produce flame}"
												],
												[
													"3 to 4",
													"1st (DC 18, attack +10)",
													"{@spell Heal}, {@spell jump}, {@spell magic fang}, {@spell pass without trace}"
												],
												[
													"5 to 6",
													"2nd (DC 21, attack +13)",
													"{@spell Barkskin}, {@spell enlarge}, {@spell resist energy}, {@spell shatter}"
												],
												[
													"7 to 8",
													"3rd (DC 23, attack +15)",
													"{@spell Blindness}, {@spell slow}, {@spell stinking cloud}"
												],
												[
													"9 to 10",
													"4th (DC 26, attack +18)",
													"{@spell Air walk}, {@spell freedom of movement}, {@spell solid fog}"
												],
												[
													"11 to 12",
													"5th (DC 29, attack +21)",
													"{@spell Cloudkill}, {@spell elemental form}, {@spell wall of ice}"
												],
												[
													"13 to 14",
													"6th (DC 31, attack +23)",
													"{@spell Baleful polymorph}, {@spell field of life}, {@spell tangling creepers}"
												],
												[
													"15 to 16",
													"7th (DC 34, attack +26)",
													"{@spell Eclipse burst}, {@spell regenerate}, {@spell sunburst}, {volcanic eruption}"
												],
												[
													"17 to 18",
													"8th (DC 35, attack +27)",
													"{@spell Earthquake}, {@spell horrid wilting}, {@spell punishing winds}"
												],
												[
													"19 to 20",
													"9th (DC 38, attack +30)",
													"{@spell Nature's enmity}, {@spell storm of vengeance}"
												],
												[
													"21 or higher",
													"10th (DC 42, attack +34)",
													"{@spell Cataclysm}, {@spell primal phenomenon}"
												]
											],
											"type": "table"
										}
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"name": "Magical Terrain",
							"entries": [
								"From a city where strange lights flit from street to street, a cavern that can't be found by scrying, or a bog where illusions frolic, magical terrain can create memorable locations and challenges. This section describes several types of magical terrain that the GM can use in a pervasive magic setting. The size and location of each type of terrain is entirely up to the GM. The effects of magical terrain can be constant, or they might occur only under certain circumstances, such as a forest that becomes home to potent arcane magic only at night, or every century an eclipse on the winter solstice subjects a nearby city to ghoulish hunger.",
								"Magical terrain fits well into pervasive magic campaigns, but can be used in any campaign as a way to help create unique and memorable encounters.",
								{
									"type": "pf2-h3",
									"name": "Energy Surge Terrain",
									"entries": [
										"Choose an energy type (acid, cold, electricity, fire, force, negative, positive, or sonic). Whenever a magic effect does damage of that type, it does additional damage (usually {@damage 1d6} additional damage, but the GM might increase or decrease the amount to depict stronger or weaker areas of surging energy)."
									]
								},
								{
									"type": "pf2-h3",
									"name": "Heightened Terrain",
									"entries": [
										"This type of terrain heightens spells cast within it. An area of heightened terrain could alter anything from a single spell to an entire school of magic or magical tradition. These areas vary greatly in appearance, evincing the influence of the specific type of magic heightened. Spells that match the criteria are heightened 1 level above the spell level they were cast at."
									]
								},
								{
									"type": "pf2-h3",
									"name": "Metamagic Terrain",
									"entries": [
										"Any eligible spell cast in this terrain has a particular metamagic effect added to it\u2014typically {@feat Reach Spell (Druid)||Reach Spell} or {@feat Widen Spell (Druid)||Widen Spell}. If the caster uses a {@trait metamagic} action before casting a spell, that action overrides the terrain's metamagic effect. These areas usually appear fairly normal, but fountains of magical energy spring up around a caster when they begin {@action Cast a Spell||Casting a Spell}."
									]
								},
								{
									"type": "pf2-h3",
									"name": "Occult Magic Terrain",
									"entries": [
										"In areas of occult magic, emotions run hotter, passions flare, and a mysterious intent permeates.",
										"Any creature casting an occult spell gains a +1 circumstance bonus to Will saves, {@skill Deception} checks, {@skill Diplomacy} checks, {@skill Intimidation} checks, and {@skill Performance} checks until the end of its next turn."
									]
								},
								{
									"type": "pf2-h3",
									"name": "Primal Magic Terrain",
									"entries": [
										"In areas of primal magic, plant life is lusher, experiences are more vivid, and instincts are sharper\u2014the land itself seems vibrant and alive.",
										"Creatures who cast a primal spell here gain a +10-foot status bonus to Speeds until the end of their next turn."
									]
								},
								{
									"type": "pf2-h3",
									"name": "Spell-Touched Terrain",
									"entries": [
										"Spell-touched terrain is enchanted with either a permanent spell effect or cast spells periodically.",
										"{@indentFirst {@b Permanent Spell Effects:} This terrain, or all creatures in it, is affected by a certain spell. For example, all creatures in an area might be affected by {@spell blink}, or any creature that attempts to jump is automatically affected by a {@spell jump} spell. There might be a condition required before a creature gains the effects.}",
										"{@indentFirst {@b Periodic Spell Casting:} The terrain itself casts spells at set intervals. These spells can affect all creatures, random creatures, or certain subcategories of creatures at the GM's discretion, and they might require a specific condition before they occur.}"
									]
								}
							]
						},
						{
							"type": "pf2-sidebar",
							"name": "Limiting Pervasive Magic",
							"entries": [
								"This section assumes that pervasive magic is an option the GM chooses to help make a memorable high-magic campaign with a unique feel, but these rules can still be used in a way that doesn't have to be quite as... pervasive. Using these rules only in specific parts of the world can help make adventures feel special and allows you to introduce the pervasive magic a campaign that's already in progress. You can imbue a location of any size with pervasive magic, from a nation where everyone is imbued with an affinity for fire magic to a lonely forest glade where certain spells are more powerful.",
								{
									"type": "pf2-title",
									"name": "Example Pervasive Magic Locations"
								},
								"Use the following list as inspiration when thinking of places in your campaign where the pervasive magic rules might apply.",
								{
									"type": "list",
									"items": [
										"A waterfall that grants {@spell heroism} to anyone who survives a plunge from its heights.",
										"A cavern that casts {@spell hallucinatory terrain}, preventing spelunkers from finding the exit.",
										"A remote spring that removes a curse or disease once per year for those who bathe in its waters.",
										"An impassable forest that frequently casts {@spell tanglefoot} and {@spell entangle} on creatures not native to its reaches.",
										"A tavern where one patron each night is the target of a {@spell hideous laughter} spell."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"name": "Pervasive Magic in the Inner Sea",
							"entries": [
								"There are many places on Golarion that could fit thematically in campaigns including pervasive magic or localized pervasive magic. The following are some examples of how GMs could apply pervasive magic rules to some of these areas.",
								{
									"type": "pf2-h3",
									"name": "Absalom and Starstone Isle",
									"entries": [
										"Traces of the dead god Aroden's divine power might create areas of pervasive magic. Creatures of any type might gain the {@trait divine} trait.",
										"{@b Starstone Cathedral:} The magic of the Starstone could make this divine spell-touched terrain.",
										"{@b Tyrant's Grasp:} The site of the Whispering Tyrant's defeat is still suffused with powerful necromantic magic. Necromantic spells could be heightened in this area."
									]
								},
								{
									"type": "pf2-h3",
									"name": "Broken Lands",
									"entries": [
										"The Broken Lands are marked by areas where primal magic flourishes. Wild creatures from these regions might show {@trait primal} traits.",
										"{@b River Kingdoms:} The River Kingdoms, like other places with powerful First World connections, might feature areas of magical terrain with primal surges or areas where primal spells are heightened.",
										"{@b Sarkoris:} The lingering effects of the Worldwound could create powerful pervasive magic effects in this region, boosting spells connected to the Abyss but risking corruption to spellcasters who rely too heavily on it."
									]
								},
								{
									"type": "pf2-h3",
									"name": "Eye of Dread",
									"entries": [
										"The Eye of Dread region has seen multiple events of immense magical power, and pockets of pervasive magic could riddle the entire region.",
										"{@b Gallowspire:} The broken fortress of Tar-Baphon still teems with power. It might heighten necromantic magic and imbue undead inhabitants with the {@trait arcane} trait.",
										"{@b Nirmathas:} Nirmathas has strong First World connections through the Fangwood forest and could be filled with primal magic near portals to the First World."
									]
								},
								{
									"type": "pf2-h3",
									"name": "Golden Road",
									"entries": [
										"Mostly due to the influence of Ancient Osirion, divine spell-touched terrain might appear in the region.",
										"{@b Black Desert:} The power of unlife flourishes in this Vault deep in the Darklands. All necromancy spells could be heightened, and undead creatures from this area might gain the {@trait divine} trait."
									]
								},
								{
									"type": "pf2-h3",
									"name": "High Seas",
									"entries": [
										"Even the waters of the High Seas could hold locations where magic is pervasive.",
										"{@b Azlanti Ruins:} The various ruins of Azlant might contain several variations of pervasive magic effects, most likely enhancing or affecting arcane magic.",
										"{@b Eye of Abendego:} The unceasing storm might heighten and enhance air- or wind-affecting magic. Creatures in the area might gain the {@trait primal} magic trait."
									]
								},
								{
									"type": "pf2-h3",
									"name": "Impossible Lands",
									"entries": [
										"The Impossible Lands is the most magic-infused region in the Inner Sea. Many types of pervasive magic effects and terrain might be found throughout its reaches.",
										"{@b Geb:} Geb's cities, especially the capital of Mechitar, might have heightened necromantic magic.",
										"{@b Jalmeray:} The island nation might have energy surge terrain or other such areas that heighten elemental magic.",
										"{@b Nex:} Several prominent locations within the magical kingdom might heighten {@trait arcane} magic."
									]
								},
								{
									"type": "pf2-h3",
									"name": "Mwangi Expanse",
									"entries": [
										"The Mwangi Expanse is a verdant region, and it could have pockets of primal magic terrain secreted throughout its wild lands.",
										"{@b Mzali:} The temple-city of Mzali was once the center of an empire ruled by divine sun kings. A few creatures in this area might have the {@trait divine} trait, and divine magic could be heightened in parts of the city proper.",
										"{@b Ruins of Kho:} These ruins of the first Shory flying city, smashed to the earth by the Tarrasque, still sputter with magical energies. Creatures from areas near the fallen city might gain the {@trait arcane} trait, and {@trait arcane} magic could be heightened in the area. Specific spots among the ruins might feature various types of energy surge terrain."
									]
								},
								{
									"type": "pf2-h3",
									"name": "Old Cheliax",
									"entries": [
										"Cheliax's connection to Hell and Nidal's ties to Zon-Kuthon might manifest as areas of divine spell-touched terrain.",
										"{@b Barrowood:} While fey influences might lead to some areas of primal magic terrain, the Winter Grove where the first queen of House Thrune made her infernal pact could be covered in powerful Hellish, divine spell-touched terrain.",
										"{@b Nidal:} The pall of darkness over Nidal might qualify as a powerful type of spell-touched terrain in a pervasive magic game, and there could be even more twisted manifestations of Zon-Kuthon across the land."
									]
								},
								{
									"type": "pf2-h3",
									"name": "Saga Lands",
									"entries": [
										"The Saga Lands are potential places for pervasive magic that enhances primal spells. Additionally, Thassilonian ruins might enhance magic associated with a particular school of magic (excluding divination).",
										"{@b Lands of the Linnorm Kings:} Places with potent First World connections might qualify as {@trait primal} magic terrain."
									]
								},
								{
									"type": "pf2-h3",
									"name": "Shining Kingdoms",
									"entries": [
										"Many small areas of the Shining Kingdoms contain portals to the First World, and therefore might have the characteristic touch of primal magic common to such areas.",
										"{@b Darkmoon Vale:} The area's affinity for evocation magic might make even innocuous creatures capable of dangerous magical bursts."
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Shadow Magic",
			"source": "SoM",
			"page": 224,
			"category": "Optional",
			"subCategory": "Player Option",
			"rarity": "uncommon",
			"entries": [
				{
					"type": "pf2-h1",
					"name": "Shadow Magic",
					"source": "SoM",
					"page": 224,
					"entries": [
						{
							"type": "pf2-h1-flavor",
							"entries": [
								"While most types of magic are additive, arising from gaining knowledge or abilities, shadow magic is different\u2014to touch the shadow, a spellcaster must surrender the piece of their spirit that normally keeps the darkness out. This process permanently removes the spellcaster's ability to cast spells of light and warmth but compensates them with an unmatched facility for manipulating the energies of darkness and shadow."
							]
						},
						"{@b Rarity:} {@trait Uncommon}",
						"This section has options for both spellcasters who use shadow magic and for companions that dwell in the dark.",
						"{@b {@archetype Shadowcaster|SoM|Shadowcasters}} sacrifice the magic of light to bind themselves to the darkness. Information about shadowcasters in the Inner Sea region can be found on this page and the {@archetype shadowcaster|SoM|archetype}.",
						"{@b Shadow companions and familiars} can accompany shadowcasters or can join anyone else as shadowy compatriots. These creatures might follow one who's already traveling the path of shadow or might be strange ambassadors to someone of a more conventional stripe. {@archetype Shadowdancer|APG|Shadowdancers} with companions typically choose these creatures of shadow.",
						{
							"type": "pf2-h2",
							"name": "Shadowcaster Origins",
							"source": "SoM",
							"page": 224,
							"reference": {
								"auto": true
							},
							"entries": []
						},
						{
							"type": "pf2-h3",
							"name": "Cheliax",
							"source": "SoM",
							"page": 224,
							"reference": {
								"auto": true
							},
							"entries": []
						},
						{
							"type": "pf2-h3",
							"name": "Crown of the World",
							"source": "SoM",
							"page": 224,
							"reference": {
								"auto": true
							},
							"entries": []
						},
						{
							"type": "pf2-h3",
							"name": "Geb",
							"source": "SoM",
							"page": 224,
							"reference": {
								"auto": true
							},
							"entries": []
						},
						{
							"type": "pf2-h3",
							"name": "Mwangi Expanse",
							"source": "SoM",
							"page": 224,
							"reference": {
								"auto": true
							},
							"entries": []
						},
						{
							"type": "pf2-sidebar",
							"name": "Sources of Shadow",
							"source": "SoM",
							"page": 224,
							"reference": {
								"auto": true
							},
							"entries": []
						},
						{
							"type": "pf2-h3",
							"name": "Nidal",
							"source": "SoM",
							"page": 225,
							"reference": {
								"auto": true
							},
							"entries": []
						},
						{
							"type": "pf2-h3",
							"name": "Sarkoris",
							"source": "SoM",
							"page": 225,
							"reference": {
								"auto": true
							},
							"entries": []
						},
						{
							"type": "pf2-h3",
							"name": "The Shadow Plane",
							"source": "SoM",
							"page": 225,
							"reference": {
								"auto": true
							},
							"entries": []
						},
						{
							"type": "pf2-h3",
							"name": "Ustalav",
							"source": "SoM",
							"page": 225,
							"reference": {
								"auto": true
							},
							"entries": []
						},
						"{@note You can find the {@archetype Shadowcaster|SoM} archetype on the {@pf2etools archetypes|archetypes.html} page.}",
						{
							"type": "pf2-h2",
							"name": "Shadow Companions",
							"entries": [
								"Spellcasters aren't the sole purveyors of shadow magic. Some adventurers are guided on their path by companions with an inherent connection to shadow, whether or not the adventurer is a shadowcaster. Adventurers who would wield shadow should follow the guidance of such beings. {@archetype Shadowcaster|SoM|Shadowcasters}, as well as others who might stumble across this knowledge, have access to the shadow hound animal companion and the shade specialization option.",
								"{@note The {@companion Shadow Hound|SoM} statblock can be found on the {@Pf2eTools Companions & Familiars|companionsfamiliars.html} page.}",
								{
									"type": "pf2-h3",
									"name": "Shade Specialization",
									"entries": [
										"The shade specialization is an alternative to the specialization benefits included on page 217 of the Core Rulebook, such as ambusher or tracker, that draws an animal companion closer to shadow. This specialization is {@trait uncommon}, though you gain access to it if you're a {@archetype shadowcaster}.",
										{
											"type": "pf2-h4",
											"name": "Shade",
											"entries": [
												"Your companion's physical form is made, in whole or in part, of shadow. It gains {@ability darkvision}, resistance 5 to all damage except force, and in areas of dim light or darkness, it can Step 10 feet instead of 5 feet. Its proficiency rank in unarmored defense increases to expert."
											]
										}
									]
								}
							]
						},
						{
							"type": "pf2-sidebar",
							"name": "Stalking the Shadows",
							"source": "SoM",
							"page": 229,
							"reference": {
								"auto": true
							},
							"entries": []
						},
						{
							"type": "pf2-h2",
							"name": "Shadow Familiars",
							"entries": [
								"Familiars bind themselves to mortals in a symbiotic relationship. Shadowcaster witches are among the most likely to obtain a familiar with the power of shadow, particularly those with the night patron. Others likely to take on shadow familiars include shadow bloodline sorcerers and darkness domain clerics.",
								"{@note The {@familiar Shadow Familiar|SoM} statblock can be found on the {@Pf2eTools Companions & Familiars|companionsfamiliars.html} page.}"
							]
						},
						{
							"type": "pf2-h3",
							"name": "Familiar Abilities",
							"entries": [
								"Shadow familiars use these additional familiar abilities. A shadowcaster, however, can select these abilities for any kind of familiar.",
								"{@b {@familiarAbility Darkeater|SoM}:} Your familiar naturally recovers in the shadows. After spending 10 consecutive minutes in an area of dim light or darkness, your familiar recovers a number of Hit Points equal to half your level.",
								"{@b {@familiarAbility Shadow Step|SoM}:} Your familiar gains the Shadow Step action. You must be at least 7th level to select this familiar ability for your familiar.",
								{
									"type": "ability",
									"name": "Shadow Step",
									"activity": {
										"entry": "{@as 1}",
										"number": 1,
										"unit": "action"
									},
									"requirements": "The familiar is in dim light or darkness.",
									"traits": [
										"conjuration",
										"shadow",
										"teleportation"
									],
									"entries": [
										"The familiar teleports itself up to 30 feet. The destination must be in dim light or darkness and must be within your familiar's line of sight and line of effect. This action has the trait matching your tradition of magic, or {@trait occult} if you aren't a spellcaster."
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Soul Seeds",
			"source": "SoM",
			"page": 230,
			"rarity": "rare",
			"category": "Optional",
			"subCategory": "Player Option",
			"entries": [
				{
					"type": "pf2-h1",
					"name": "Soul Seeds",
					"source": "SoM",
					"page": 230,
					"entries": [
						"{@b Rarity:} {@trait Rare}",
						"Soul seeds are a special type of intangible relic, though because they bind to the soul of the creature that carries them, they can't be removed from the creature they're bonded with except on that creature's death (at which point the soul seed might manifest nearby or might be lost along with the bearer). Since soul seeds aren't physical objects, they never have {@action Interact} activations.",
						{
							"type": "pf2-sample-box",
							"name": "Using Soul Seeds",
							"entries": [
								"Here are some potential ways for a soul seed to come into being or be used in your story:",
								{
									"type": "list",
									"items": [
										"A character can be born with a soul seed.",
										"A soul seed is trapped in an obscure magical tome and bonds with the first creature to read the book.",
										"Powerful emotion experienced in a place of great magic leads to the creation of a soul seed\u2014and might also invoke {@variantrule cathartic magic|SoM}.",
										"Dreadful sacrifice creates a malignant soul seed."
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"name": "Soul Seed Gifts",
							"source": "SoM",
							"page": 230,
							"entries": [
								"The GM should follow the same guidelines and rules for granting soul seeds as for relics. They can have any aspect or gift that a normal relic has, and their DCs, spell attack rolls, and counteract modifiers are determined identically. The following gifts are particularly appropriate for soul seeds, though they might apply to relics in the right circumstances. Dragon gifts are often connected to the souls of ancient dragons, and soul gifts are prevalent across all sorts of soul seeds.",
								"{@note Please visit the {@filter relic gifts page|relicgifts||miscellaneous=soul seed gift} to view all soul seed gifts.}"
							]
						}
					]
				}
			]
		},
		{
			"name": "Soulforged Armaments",
			"source": "SoM",
			"page": 232,
			"category": "Optional",
			"subCategory": "Player Option",
			"entries": [
				{
					"type": "pf2-h2",
					"name": "Soulforged Armaments",
					"source": "SoM",
					"page": 232,
					"entries": [
						{
							"type": "pf2-h1-flavor",
							"entries": [
								"Unrelenting commitment to a single purpose. Zealous compulsion to right a wrong. The inability to leave an important deed undone. These qualities have long served as primordial and potent components of magic. No starlet dropping, strand of spider's web, or poorly pronounced draconic sonnet can rival the power of belief. Tales of soulforged weapons, shields, and armor\u2014equipment created from the tenacity of a combatant's spirit alone\u2014have circulated throughout Golarion for centuries."
							]
						},
						"{@b Rarity:} {@trait Uncommon}",
						"Soulforged armaments can be summoned only in the service of a higher purpose or calling, such as a blade called forth to avenge a wrongful death or a shield conjured to protect one's homeland from invasion. Weaponry, shields, or armor created in this way often visually resemble the purpose they were summoned to fulfill. For example, a dagger forged from a soulbond to assassinate the high council of a tyrannical nation might bear the names or likenesses of the targets\u2014only to see them crossed out or fade from view as each is eliminated.",
						{
							"type": "pf2-sidebar",
							"name": "Soulforged Tales",
							"entries": [
								{
									"type": "quote",
									"entries": [
										"Woe to ye who wield the arsenal of the spirit carelessly. For just as unyielding devotion forges the soul into a powerful weapon, so too can reckless fervor tarnish it."
									],
									"from": "The Armory Within",
									"by": "Rolantus Meltravius"
								},
								"The stories of soulforged armaments echo through history. The idea takes root even in those untaught in the methods of magic, as anyone can envisage a commitment so strong it becomes a righteous force for change or justice.",
								"Legend holds that when the Milanite champion Anavariel confronted a gnoll slaver deep within the Fangwood, something remarkable happened. Disarmed, bloodied, and prone, Anavariel refused to surrender\u2014lest she abandon the four hostages chained to the gnoll's hyaenodon. When the priestess raised her empty fist to strike, she found she hefted a morningstar that sprouted from her palm like a vine and bore flanges as sharp as the thorns of a rose. The weapon hadn't originated from prayer, scroll, or relic, but rather from the desire to rid Cheliax of slavery burning deep within Anavariel's soul."
							]
						},
						{
							"type": "pf2-h2",
							"name": "Binding an Armament",
							"entries": [
								"You bind an armament\u2014a weapon, shield, or suit of armor\u2014to your soul when you select the {@feat Soulforger Dedication|SoM} feat. This represents performing a special ritual to do so. You can choose an item you own to make soulforged or spontaneously manifest an item with a form drawn from your spiritual essence. In the latter case, you choose the form, selecting a mundane weapon, shield, or armor of level 1 or lower, either common or one to which you have access. An existing armament is deconstructed and then recreated with the substance of your soul binding it together, which changes the appearance to match the state of your soul. It might have a perfect surface and gleam in the faintest light if you have a noble soul or have a twisting, chaotic shape if your soul is wracked with turmoil. This appearance can change based on your actions. Most soulforgers also choose a unique name for their armament.",
								"{@b Traits:} A soulforged armament is always magical. If it doesn't otherwise have any traits that make it magical, it gains the magical and evocation traits if it's a weapon or the magical and abjuration traits if it's a shield or armor.",
								"{@b Extradimensional Storage:} The armament is stored in an extradimensional space when not in use, and you can Manifest it to summon it into your hands or onto your body. A soulforged armament can be Dropped, {@action Disarm||Disarmed}, or otherwise removed from you, but its soulforged abilities don't function for anyone else, and you can {@action Dismiss} the manifestation to return the items to the extradimensional space no matter where the items are. If you die or choose to pass ownership of a soulforged armament to a successor, it loses any soulforged abilities; violating the spirit of the soulforged bond by selling the item tends to have disastrous results. There might be special techniques or rituals by which a determined foe can break your bond with a soulforged item, but otherwise, your ability to {@action Dismiss} and Manifest it essentially means it can't be stolen.",
								"{@b Essence Power:} Choose one essence power for your soulforged armament. You can bring the essence power forth once per day by tapping into the armament's essence form deep in your soul; essence powers can be found on page 236. You also choose a soulbond\u2014a cause true to your soul that links you and your armament. Going against this cause can give your armament a soulbond corruption that hinders you even while the armament isn't manifested."
							]
						},
						{
							"type": "pf2-sample-box",
							"name": "Special Armament Types",
							"entries": [
								"The types of items you can choose for your armaments are fairly flexible, but some require special rules.",
								{
									"type": "pf2-title",
									"name": "Specific Items"
								},
								"You can turn a specific item into your armament, such as a {@item flame tongue} or {@item sturdy shield}, though some unusual or special items can't be bonded, such as cursed items, artifacts, and intelligent items, in addition to other story-specific items at the GM's discretion. Bonding a specific item follows the standard procedure for upgrading or reshaping your armament.",
								{
									"type": "pf2-title",
									"name": "Ammunition"
								},
								"If a soulforged weapon requires ammunition, that ammunition appears with the weapon when you Manifest it. You can choose the way it appears, such as in a magical quiver that appears on your body, or simply floating in the air where you can pluck it to load or shoot your weapon. The form doesn't change how many or what type of actions reloading takes or any other functions of the ammunition. If you want anything other than basic ammunition for your weapon (such as a {@item sleep arrow}), you must attain and carry that ammunition separately.",
								{
									"type": "pf2-title",
									"name": "Dual Weapons"
								},
								"You can choose two one-handed weapons you want to wield simultaneously as your soulforged weapons. When you Manifest Soulforged Armament, both weapons appear. Because they're a pair, you must Manifest them together, having two hands free to do so, and Dismiss them simultaneously as well. The essence power applies to both weapons, so they share benefits like the new damage type and status bonus to damage from planar pain. However, you get any effects the bond grants you only once, as the dual weapons function as a single armament. For instance, if your essence power is healing grace, you can cast one heal spell when you manifest the essence form of your dual weapons, not two.",
								{
									"type": "pf2-title",
									"name": "Attached Weapons"
								},
								"An attached weapon (such as a {@item shield boss} or {@item shield spikes}) brings the item it's attached to with it when manifested or Dismissed. Manifest Soulforged Armament uses the item the weapon is attached to for its Requirements, so a shield boss would require you to have a hand free to hold the shield. If you have Soul Arsenal, you could have a soulforged weapon attached to a soulforged shield. These items work normally for Soul Arsenal, except that you can neither Manifest nor Dismiss one without the other."
							]
						},
						{
							"type": "pf2-h2",
							"name": "Soul Path",
							"entries": [
								"When you take Soulforger Dedication, you must choose a soul path\u2014a motivation, cause, or goal that compels you to act, prompts you to undertake substantial risk, and drives you to face significant danger. Such a motivation can be limited or grand in scope but must be actionable enough to be easily linked to gameplay. For example, if your village was destroyed by the greed of wealthy nobles, you might select a soul path to protect the poor by undermining the rich, which might drive you to protect an innocent from the blade of a wealthy noble or break into a bank vault containing coins stolen from destitute villagers. Other sample soulbonds might include liberating the oppressed from the tyranny of slavery, punishing those who threaten nature or hunting and killing malevolent undead. Work with the GM to choose a soul path that fits in well with the themes of your campaign and group dynamic so that you can pursue your soul path in an interesting fashion.",
								{
									"type": "pf2-h3",
									"name": "Corruption",
									"entries": [
										"Though the supernatural link with a specific armament created by a soulbond is powerful, the sensitive nature of will\u2014with its potential for dramatic ebb and flow\u2014poses a threat to those who harness this power. Once you're bound to a soulforged armament, you begin to test your true devotion to your soul path.",
										"If you behave or act in a way that directly opposes or hinders the motivation, goal, or cause declared in your soul path (regardless of whether the act involves your soulforged armaments), your spirit begins to tarnish. It's anathema for you to commit acts opposed to your soul path or to even go a long time without taking action to pursue the path. You and your GM determine when you've performed an anathematic act. In the example of protecting the poor by undermining the rich, working for a wealthy noble or directly in their interest could be anathema, as could spending a month on a distant plane far from the struggles of the oppressed. In both examples, you could find an approach to remain true and avoid the anathema. In the first case, you might use your leverage to force the noble to anonymously divest a substantial amount of their funds to feed and house the poor\u2014or do so yourself. In the second, you might seek a similar dynamic of wealth and want among the cultures of the distant plane and work against it.",
										"Anathematic acts trigger a curse known as {@curse soulforged corruption|SoM} that degrades and perverts the energies within your soulforged armament. This curse brings out a flaw inextricably tied to the armament's true essence. The corruption flaw applies to you even when your armament isn't manifested. The rules for the flaw appear in the essence power. As normal for a curse, this affliction can be removed only by effects that specifically target curses, including the methods listed in the Removing Corruption section below."
									]
								},
								{
									"type": "pf2-h3",
									"name": "Removing Corruption",
									"entries": [
										"The effects of {@curse soulforged corruption|SoM} can be staved off with the {@action Cleanse Soul Path|SoM} exploration activity or cured with the {@ritual purify soul path|SoM} ritual."
									]
								}
							]
						},
						{
							"type": "pf2-sidebar",
							"name": "Soulforged Champions",
							"entries": [
								"The most exalted wielders of soulforged weapons have been champions, and they're much more common than other wielders. If you're a {@class champion}, you can tie your soul path to your cause. Being a {@class champion} sets a steady soul path before you; you can choose for your soul path to be the same as the tenets you follow. Corruption still comes about the same way, as it's much easier to corrupt your connection to your soulforged armament than to stray far enough from your alignment or code that you must {@ritual atone}.",
								"You can also have your blade ally or shield ally be your soulforged armament. You can choose particulars that fit your own story, but doing so usually means the ally is more a reflection of your conscience than a specific spiritual being sent by your deity.",
								"Finally, if you commit actions that both cause you to lose your champion abilities and corrupt your soulforged armament, undergoing the {@ritual atone} ritual also gives you the effects of the purify soul path ritual with the same degree of success you rolled for {@ritual atone}.",
								"Characters other than {@class champion||champions} can also choose a {@class champion} cause to tie to their soul path, and devout characters sometimes tie their soul path to their deity's tenets and anathema."
							]
						},
						{
							"type": "pf2-h2",
							"name": "Upgrading, Reshaping, Restoring",
							"entries": [
								"You might want to alter your soulbound armament by adding new runes, replacing its form with a new one, or creating a new armament after yours was destroyed. You decide whether you consider this new armament as the same armament of the same lineage or a brand-new creation with a totally different appearance and name.",
								"Upgrading your armament works like etching or transferring runes (Core Rulebook 580) or upgrading a permanent item from a lower-level version of the same item (Core Rulebook 534), whichever is appropriate to what you're doing. You or someone else can do the work, but you must leave the item manifested for the entire process. You can transfer runes off your armament as well, typically in anticipation of establishing your bond with a different item.",
								"Reshaping your armament allows you to change the base weapon, armor, or shield into another of the same type, turning half plate armor into full plate, changing a warhammer into a longbow, and so on. If all you do is change the form while keeping the same runes and other magical properties, you can do so by spending a day in meditation. This doesn't cost any gp or extra time unless the new form is higher than level 1, or unless the difference is so vast that the GM determines it might take additional time and cost. For example, turning explorer's clothing into full plate requires the same time, expense, and {@skill Crafting} check you'd need to Craft full plate since full plate is a level 2 item. Specific items can't be reshaped in this way unless the GM expressly allows it. You can't turn a flame tongue into a spiked chain, a breastplate of command into hide armor, or a sturdy shield into a darkwood shield. You can also use this day in meditation to rebind your soul to a different item in your possession. Typically, you keep the old item, its power removed, as a special keepsake or gift to a worthy successor, though attempting to disrespect the spirit of the bond by selling the item can have dire consequences. Since the essence power you chose represents the effects of the connection to your soul, the essence power typically doesn't change when you bind a new armament, though if your character's personality and connections change dramatically through the story, you and the GM might decide together to shift to a different essence power the next time you bind a new armament. If you rebind your soul to an armament that can't accommodate your current essence power, you will also need to change to a different essence power.",
								"You can recreate a destroyed soulforged armament, or bond to a new armament if your previous one was destroyed. (If it was destroyed by {@curse soulforged corruption|SoM}, you must first successfully use purify soul path.) Recreating costs the same amount of time and money as creating the item from scratch. If you already have an item with which to form a new bond, it takes 1 day in meditation, as with reshaping an armament."
							]
						},
						"{@note You can find the {@archetype Soulforger|SoM} archetype on the {@pf2etools archetypes|archetypes.html} page.}"
					]
				}
			]
		},
		{
			"name": "Thassilonian Rune Magic",
			"source": "SoM",
			"page": 238,
			"category": "Optional",
			"rarity": "rare",
			"subCategory": "Player Option",
			"entries": [
				{
					"type": "pf2-h1",
					"name": "Thassilonian Rune Magic",
					"source": "SoM",
					"page": 238,
					"reference": {
						"index": 2,
						"entry": "the flavor text"
					},
					"entries": [
						{
							"type": "pf2-h1-flavor",
							"entries": []
						},
						"{@b Rarity:} {@trait Rare}",
						{
							"type": "pf2-h2",
							"name": "The Seven Schools",
							"entries": [
								"The following seven schools are considered proper specializations of Thassilonian rune magic. In this paradigm, the Thassilonians considered divination magic to be something every wizard should learn but that none need take the effort to master.",
								{
									"type": "pf2-h3",
									"collapsible": true,
									"name": "Abjuration [Envy]",
									"entries": [
										"Runelords of abjuration specialize in protective magic and in suppressing all other magic to glorify their own.",
										"{@b Prohibited Schools} evocation, necromancy; {@b Rune Spells} initial: {@spell blind ambition}, advanced: {@spell competitive edge}"
									]
								},
								{
									"type": "pf2-h3",
									"collapsible": true,
									"name": "Conjuration [Sloth]",
									"entries": [
										"Runelords of conjuration use their magic to create what they need as they need it, and call forth servants to do their bidding.",
										"{@b Prohibited Schools} evocation, illusion; {@b Rune Spells} initial: {@spell efficient apport|SoM}, advanced: {@spell swamp of sloth}"
									]
								},
								{
									"type": "pf2-h3",
									"collapsible": true,
									"name": "Enchantment [Lust]",
									"entries": [
										"Runelords of enchantment specialize in magic that compels and controls the minds of others, often to fulfill their own needs and desires.",
										"{@b Prohibited Schools} necromancy, transmutation; {@b Rune Spells} initial: {@spell charming touch}, advanced: {@spell captivating adoration}"
									]
								},
								{
									"type": "pf2-h3",
									"collapsible": true,
									"name": "Evocation [Wrath]",
									"entries": [
										"Runelords of evocation channel raw destructive energies and direct them toward all who would oppose their will.",
										"{@b Prohibited Schools} abjuration, conjuration; {@b Rune Spells} initial: {@spell weapon surge}, advanced: {@spell zeal for battle}"
									]
								},
								{
									"type": "pf2-h3",
									"collapsible": true,
									"name": "Illusion [Pride]",
									"entries": [
										"Runelords of illusion use magic to create the perfect appearance and fool others through trickery, deception, and misdirection.",
										"{@b Prohibited Schools} conjuration, transmutation; {@b Rune Spells} initial: {@spell veil of confidence}, advanced: {@spell delusional pride}"
									]
								},
								{
									"type": "pf2-h3",
									"collapsible": true,
									"name": "Necromancy [Gluttony]",
									"entries": [
										"Runelords of necromancy tap into their constant hunger for more power and enhancing their longevity, potentially even unto undeath.",
										"{@b Prohibited Schools} abjuration, enchantment; {@b Rune Spells} initial: {@spell overstuff}, advanced: {@spell take its course}"
									]
								},
								{
									"type": "pf2-h3",
									"collapsible": true,
									"name": "Transmutation [Greed]",
									"entries": [
										"Runelords of transmutation not only transform objects to create value, but also transform and enhance their own power.",
										"{@b Prohibited Schools} enchantment, illusion; {@b Rune Spells} initial: {@spell appearance of wealth}, advanced: {@spell precious metals}"
									]
								}
							]
						},
						"{@note You can find the {@archetype Runelord|SoM} archetype on the {@pf2etools archetypes|archetypes.html} page.}"
					]
				}
			]
		},
		{
			"name": "True Names",
			"source": "SoM",
			"page": 244,
			"category": "Optional",
			"rarity": "rare",
			"entries": [
				{
					"type": "pf2-h1",
					"name": "True Names",
					"source": "SoM",
					"page": 244,
					"entries": [
						{
							"type": "pf2-h1-flavor",
							"entries": [
								"The magic of true names rests on the principle that if you know someone's name, you have power over them. After all, to name a thing is to describe that thing\u2014but to accurately describe a thing, you have to understand it, and if you understand it, you can control it."
							]
						},
						"{@b Rarity:} {@trait Rare}",
						"The older and more complicated a thing is, the more likely it has more than one name. A single person acquires many names: names they inherit, names they're given at birth, names they choose, and nicknames bequeathed by others. The magic of true names, however, postulates there's a final, secret name\u2014a true name known to no one, or to only a few\u2014that best represents us in all our complexity.",
						"True names might have been assigned by the gods when the cosmos was created or generated by natural processes, and are unique like fingerprints. Most people never learn theirs, and they might not even be aware they have one, but masters of this magic spend countless hours in study divining these names, recording them in long lists, and using them to summon, command, dispel, or otherwise dominate their enemies.",
						{
							"type": "pf2-h2",
							"name": "The Nature of Names",
							"entries": [
								"For the purposes of true name magic, names are divided into three categories: public names, private names, and true names. Public names are what we call something when we don't have a more specific name. They're often just words\u2014like \"grass\" or \"a giraffe\"\u2014but they also include aliases and nicknames. A public name can be given without consent, which is how spellcasters who rely on names work magic on those they don't know, improvising a nickname or simply referring to the target with a noun, like \"elf.\"",
								"Private names include most birth names, given names, and chosen names. They're not necessarily a secret, but at the same time not everyone knows them. They're confidential, and knowing them means you can better understand\u2014and influence\u2014the individual. Places, animals, and other objects can be given private names by individuals and communities. A mountain is just a mountain, but when those who live nearby see in it the image of a protective goddess and begin to call it the Stone Mother, that mountain has now gained a private name known only to this community.",
								"A person, place, or thing might have many public or private names, but it can have only one true name, which perfectly represents its essence. Depending on their culture, individuals may not even be aware of theirs; a child who grows up in a society without knowledge of true names could live their whole life relying solely on private names and never even suspect they have a true name, let alone know what it is! But in cultures where this magic is common, most people know their true name and take steps to protect it. They keep their true name secret, revealing it only to their most trusted loved ones. An individual might first be told their true name by someone knowledgeable in magic, who finds it for them via research. But in other societies, individuals are given their true name by their soulmate, who knows this name without being told. Knowing your own true name gives you a deep, introspective insight into yourself that allows you to understand your own motivations and psychology, helping you self-actualize and avoid dissociation and anomie.",
								"True names, by definition, encapsulate everything an individual is and has ever been. They are the essential kernel of a person, and that means they do not change. But life, magic, and the world are mysterious and unpredictable! There are a few individuals who go through an experience so transformative that they become, for all practical purposes, a different person at the end of the story than they were at the beginning\u2014and when they change, their true name changes with them."
							]
						},
						{
							"type": "pf2-sample-box",
							"entries": [
								"Sometimes an aberration, celestial, fiend, monitor, spirit, or other creature enters the cosmos from another plane or another universe altogether\u2014one where the laws of magic are different. If this creature comes from a place where true names don't exist or are optional, it may have no true name at all. Loremasters refer to these creatures as nameless things and no one is sure they even exist; some scholars argue that as soon as something without a name enters the cosmos, it is assigned a name in the same way every other living creature is. But if nameless things do exist in your game, give them the following rare ability.",
								"{@b Nameless Thing} This creature has no true name. It can't be targeted by any magical effect performed at a distance without line of effect, such as scrying or sending. It has a +2 circumstance bonus on saves against other magical effects."
							],
							"name": "Nameless Things"
						},
						{
							"type": "pf2-h2",
							"name": "Learning True Names",
							"entries": [
								"True names can be discovered or learned in many ways. A few rare secret societies might have \"namers\" among their number whose sole job is to teach long lists of true names to fellow members through rote memorization and practice. But for most, the discovery of a true name is the result of extensive research\u2014though the form that research requires is difficult to predict.",
								"True names are sometimes found recorded in the personal diaries or grimoires of long-dead spellcasters. Organizations known for combating certain types of creatures compile lists of the few true names of their enemies they've managed to uncover. The true names of angels, demons, and similar creatures can rarely be found in prayers dedicated to that entity or in chants that protect against them. Occultists sometimes use deep meditative trances\u2014potentially assisted by hallucinogenic drugs\u2014to cast their minds through the cosmos and receive a true name through bizarre epiphanies. Those who serve and understand nature also know that the true name of primal and First World entities is encoded into the world itself\u2014in tree rings, geological strata, and the pattern of snow on the ground\u2014just waiting to be deciphered by someone who knows what to look for. For a lucky few, a true name just comes to them spontaneously as a sign they've found their soulmate. All these are examples of information that can be uncovered using the {@variantrule research} subsystem."
							]
						},
						{
							"type": "pf2-h3",
							"name": "Using the Research Subsystem",
							"entries": [
								"When finding the true name of a specific individual is key to the story and time is short, use the {@variantrule research} subsystem. Set the level of the library equal to the level of the creature whose true name the PCs are trying to find. Consider the types of strange and fanciful libraries you might use for such a story. For instance, imagine the player characters are searching for the true name of a phistophilus (also known as a contract devil), in order to rescue an NPC from the consequences of an infernal contract. You might build an infernal library in Cheliax or some other region where knowledge of devils is common, or maybe even in Hell itself! Such a library might have guardians and traps aplenty, but also the potential to learn even more true names from the various contracts therein."
							]
						},
						{
							"type": "pf2-h3",
							"name": "Simplified Name Research",
							"entries": [
								"Sometimes the GM doesn't have time to create a library or use the research subsystem, but nonetheless would like a PC to be able to research the name of a particular entity for story reasons. In that case, they can use the Learn Name downtime activity below. Since the knowledge of a true name essentially puts that creature at the namer's mercy, this activity can't reveal true names by default, but it might lead to clues regarding a creature's true name."
							]
						},
						{
							"type": "data",
							"tag": "action",
							"data": {
								"name": "Learn Name",
								"source": "SoM",
								"page": 245,
								"traits": [
									"rare",
									"downtime",
									"secret"
								],
								"entries": [
									"You spend a week trying to discover and learn a creature's name. The exact form of your effort varies depending on the skill you use, the resources you have available, and other circumstances. Decide if you are searching for the name of a specific individual or for names in general. If you're looking for the name of an individual, you must be able to clearly identify that individual; for example, \"the general leading the invasion\" is enough, but \"the person who killed the duchess\" isn't, if you don't know who killed the duchess. If you're searching for names more generally, name one creature type.",
									"The GM chooses a DC, typically based on the level of the creature in question. If you're seeking names more generally, the DC is typically based on the level of the creature whose name the GM decides to provide, usually a creature from the chosen type of your level or lower. The GM might modify the DC of the task based on the resources you have available, or on using an unusually appropriate or inappropriate skill, or on other circumstances. Attempt a check with a skill that could be used to Recall Knowledge about the creature's type. After attempting to Learn a Name, you typically can't try to learn the name of the same individual again unless you gain access to a substantial new source of information, as determined by the GM.",
									{
										"type": "successDegree",
										"entries": {
											"Critical Success": "You find one or more private names of the specific individual you chose, or the private name of a creature with the type you chose and a level equal to the task level. You also find hidden fragments of their true name and, at the GM's discretion, you might find a clue leading to an adventure where you can learn the rest of the true name.",
											"Success": "As critical success, except you find only one private name and don't find hidden fragments of their true name.",
											"Critical Failure": "If you were searching for the name of a specific individual, you find no new information and that individual becomes aware of your efforts. If you were searching for a general name of a specific type, you find a creature's name or names likely to get you in trouble, possibly the names of a different type of creature entirely"
										}
									}
								]
							}
						},
						{
							"type": "pf2-h2",
							"name": "Using True Names",
							"entries": [
								"Certain spells, feats, and items have the true name trait. This trait means they require you to know a creature's true name to use them. But even without these specialized abilities, knowing a creature's true name gives you certain advantages. If you know a creature's true name, you have a +2 circumstance bonus to the following checks.",
								{
									"type": "list",
									"items": [
										"Checks to {@action Recall Knowledge} about the creature",
										"{@skill Arcana}, {@skill Nature}, {@skill Occultism}, or {@skill Religion} checks relating to the creature, such as {@action Decipher Writing||Deciphering its Writing}, {@action Identify Magic||Identifying its Magic}, or {@action Learn a Spell||Learning its Spells}",
										"{@skill Deception}, {@skill Diplomacy}, and {@skill Intimidation} checks used on or related to the creature, such as to {@action Coerce} it, {@action Gather Information} on it, or {@action Impersonate} it"
									]
								}
							]
						},
						{
							"type": "pf2-sidebar",
							"name": "Fragmentary Names",
							"entries": [
								"Sometimes characters know only pieces of a creature's true name, not the whole thing. You don't gain the benefits listed under Using True Names if you only have fragments of the name, but you can still try to use abilities with the true name trait, though it's very dangerous. If your true name ability requires you to attempt a check, reduce your degree of success by one step. If your ability requires the named creature to attempt a saving throw, improve their degree of success by one step. For example, Invoke True Name would do nothing, since its effects would be canceled out. If the true name ability also has the {@trait incapacitation} trait and the creature is high enough level, these effects combine, reducing your degree of success by two steps or improving their degree of success by two steps."
							]
						},
						{
							"type": "pf2-h2",
							"name": "Namer's Codex",
							"entries": [
								"Namers have hidden their special techniques, spells, and items for millennia.",
								{
									"type": "pf2-h3",
									"name": "Naming Skill Feat",
									"entries": [
										{
											"type": "data",
											"tag": "feat",
											"name": "Reveal True Name",
											"source": "SoM"
										}
									]
								},
								{
									"type": "pf2-h3",
									"name": "Naming Spells",
									"entries": [
										{
											"type": "data",
											"tag": "spell",
											"name": "Catch Your Name",
											"source": "SoM"
										},
										{
											"type": "data",
											"tag": "spell",
											"name": "Compel True Name",
											"source": "SoM"
										},
										{
											"type": "data",
											"tag": "spell",
											"name": "Invoke True Name",
											"source": "SoM"
										}
									]
								},
								{
									"type": "pf2-h3",
									"name": "Naming Items",
									"entries": [
										{
											"type": "data",
											"tag": "item",
											"name": "True Name Amulet (Generic)",
											"source": "SoM"
										}
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Wellspring Magic",
			"source": "SoM",
			"page": 248,
			"category": "Optional",
			"subCategory": "Player Option",
			"rarity": "rare",
			"entries": [
				{
					"type": "pf2-h1",
					"name": "Wellspring Magic",
					"source": "SoM",
					"page": 248,
					"entries": [
						{
							"type": "pf2-h1-flavor",
							"entries": [
								"Wellspring magic wells up within characters so mightily that it can overwhelm them and explode out of their control. Characters with wellsprings can recover spells throughout the day, powering through countless battles, but the overwhelming flow of magic could form a violent surge at any moment."
							]
						},
						"{@b Rarity:} {@trait Rare}",
						"Your wellspring, by definition, lies outside your full control. The inherent contradiction is that you have greater potential for power, but you can't use it exactly as you wish. Regardless of whether you see it as a boon or a curse, it demands of you a degree of surrender if you're to use your magic at all.",
						"A magic wellspring often comes as an intrinsic part of the caster's own magic, whether granted or inherited. Characters can also receive wellsprings of magic as gifts from powerful entities or when they're released from other sources of potent magical energy. Being nearby when an artifact is destroyed or a powerful magical being dies can, rarely, leave a permanent wellspring in a character.",
						"Choosing the wellspring mage archetype below gives you the abilities related to this type of magic. This is a class archetype, chosen at 1st level as explained below. Consider what source will be most satisfying for your character, and think about how they feel when experiencing the influx of wellspring magic. Does the wellspring feel like a true part of your being? Like an unwanted outsider working its will through you? Like a problem to be solved? An aspect of yourself to come to terms with? As noted in the archetype, high-stress situations cause the wellspring magic roll. You can work with your GM to refine what sorts of situations might be high-stress for you that wouldn't be for other characters.",
						{
							"type": "pf2-h2",
							"name": "Using Wellspring Magic",
							"entries": [
								"Wellspring magic is most often appropriate for oracles who struggle to handle seemingly endless magic sent from the gods unasked, and for sorcerers with exceptional raw power but not exceptional discipline. More rarely, a particularly interested muse might give a bard a wellspring of irresistible creative energy in exchange for using it to humiliate or cast down a rival fey lord at exceptional personal risk. Summoners very rarely experience wellsprings because of the nature of their link to their eidolon, but when they do, the wellspring is most often connected to a magical essence associated with the eidolon. When sent by an entity such as a god, this power is generally an ambitious gamble to further one or more far-reaching schemes.",
								{
									"type": "pf2-h3",
									"name": "Multiclass Variant",
									"entries": [
										"As a variant, a GM can consider applying wellspring magic to characters with the oracle or sorcerer multiclass dedication to represent struggling to control their new powers. If used this way, you might allow players who wish to represent their character mastering the surging power to remove the wellspring mage archetype when they gain an appropriate level without retraining."
									]
								},
								{
									"type": "pf2-h3",
									"name": "Areas of Wellspring Magic",
									"entries": [
										"A GM might implement wellspring magic in areas where there is an overload of magic or where magic is unstable. When using it in this way, you can apply chosen effects of the wellspring mage archetype to all spellcasters in the area, or even give the archetype to spellcasters in the area as a temporary free archetype.",
										"The ravaged Mana Wastes might be a good place to use this style of wellspring magic. For other planes, the extraplanar First World, home of the fey, and the chaotic Maelstrom are excellent candidates."
									]
								}
							]
						},
						"{@note You can find the {@archetype Wellspring Mage|SoM} archetype on the {@pf2etools archetypes|archetypes.html} page.}",
						{
							"type": "pf2-h2",
							"name": "Wellspring Surges",
							"entries": [
								"When your wellspring magic goes out of control, it becomes a wellspring surge. Typically, this happens when you fail the flat check from wellspring magic, but other wellspring mage feats have effects that sometimes cause you to generate a wellspring surge, or might even cause your foes to do so.",
								"Roll {@dice 1d20} and use {@table Wellspring Surges|SoM|Table 5\u20132: Wellspring Surges} below to determine the surge's effect. If the effect calls for a damage type, the GM chooses the type based on the types of spells you know or your current location. The wellspring surge uses your spell DC. You have no control over the way your wellspring surge manifests. You are the point of origin for your wellspring surges, and you are not excluded from their effects. If you force a foe to generate a surge, they are the origin point of that surge instead.",
								"If your wellspring was granted by a being like a god or muse, the entity's intentions might sometimes alter the results of wellspring surges, or move the point of origin for an area to any point within 30 feet if the GM determines this fits the situation. For example, instead of uncontrolled damage, the entity might choose to damage only creatures opposing its plan, even if they are your allies.",
								"A wellspring surge always has the trait of your magical tradition, plus any traits that appear in parentheses at the end of the surge's effects.",
								{
									"name": "Wellspring Surges",
									"source": "SoM",
									"type": "table",
									"id": "5-2",
									"rollable": true,
									"labelRowIdx": [
										0
									],
									"colSizes": [
										1,
										11
									],
									"rows": [
										[
											"{@dice d20}",
											"Effect"
										],
										[
											"1",
											"{@b Energy Unleashed} ({@trait evocation}) Raw energy deals {@scaledice 2d6|1-10|2d6} damage per spell level of the surge (basic Reflex save) in a 10-foot burst."
										],
										[
											"2",
											"{@b Positive Energy Expulsion} ({@trait healing}, {@trait necromancy}, {@trait positive}) Positive energy explodes outward, healing living creatures for {@scaledice 1d8|1-10|1d8} Hit Points per spell level of the surge in a 20-foot burst. Undead creatures instead take the same amount of positive damage, with a basic Will save."
										],
										[
											"3",
											"{@b Mass Siphon} ({@trait transmutation}) Creatures and objects within a 30-foot emanation become nearly weightless until the end of your next turn. Nearly weightless creatures can {@action Climb} at their land Speed and can {@action Leap} as far upward as they could normally {@action Leap} horizontally."
										],
										[
											"4",
											"{@b Magical Nemesis} ({@trait conjuration}, {@trait teleportation}) A random creature connected to your magic (or inimical to it) appears within 60 feet. The creature should be of a level approximately equal to the level of an animal summoned by {@spell summon animal} of the spell level, although it can be of any type. The GM determines the specific creature. The creature is {@condition unfriendly} to you and friendly to your apparent enemies. After 1 minute, the creature can choose either to return where it came from or to remain. It is not {@trait summoned} or a {@trait minion}."
										],
										[
											"5",
											"{@b Monstrous Transformation} ({@trait mental}, {@trait morph}, {@trait transmutation}) Your head and arms transform into an exaggerated imitation of a creature connected to your magic for 1 minute. The GM determines the creature. You gain a status bonus to weapon and unarmed damage rolls equal to the spell level. At the start of each of your turns while you are transformed, you must succeed at a Will saving throw or be {@condition confused} until the start of your next turn. On a critical success, you can choose to end the effect entirely, also losing the status bonus."
										],
										[
											"6",
											"{@b Sudden Gale} ({@trait air}, {@trait evocation}) Weather in a 40-foot emanation is disturbed. Strong winds blow in a random direction for 1 minute. Each creature that starts its turn in the area must succeed at a Fortitude save or fall {@condition prone} (and be pushed 10 feet on a critical failure), and you must succeed at this save immediately after the surge. Any movement against the wind is {@quickref difficult terrain||3|terrain}, or {@quickref greater difficult terrain||3|terrain} while flying."
										],
										[
											"7",
											"{@b Tremor} ({@trait earth}, {@trait evocation}) The earth trembles in a 40-foot emanation. Each creature on a surface must immediately succeed at a Fortitude save or fall {@condition prone}. The surface then becomes {@quickref difficult terrain||3|terrain} for 1 minute."
										],
										[
											"8",
											"{@b Oppressive Voice} ({@trait divination}, {@trait mental}, {@trait nonlethal}) The voice of your muse, your deity, an ancestor, or another appropriate entity suddenly overwhelms your mind. You must attempt a Will saving throw. You take {@scaledice 1d4|1-10|1d4} mental damage per spell level with a basic Will save. On a failure, you're also {@condition stunned 1} ({@condition stunned 2} on a critical failure)."
										],
										[
											"9",
											"{@b Trinket Squall} ({@trait illusion}) Visual illusions of objects related to your magic fall like rain throughout a 40-foot burst for 1 minute, giving concealment in the area. Creatures can attempt to {@quickref disbelieve this illusion|CRB|2|disbelieving illusions|0}."
										],
										[
											"10",
											"{@b Antimagic Eruption} ({@trait abjuration}) The surge attempts to counteract a random spell active on you and on each creature within a 10-foot burst."
										],
										[
											"11",
											"{@b Mental Broadcast} ({@trait detection}, {@trait divination}, {@trait mental}) For 1 minute, everyone within 30 feet of you can hear your surface thoughts."
										],
										[
											"12",
											"{@b Verdant Clutch} ({@trait conjuration}, {@trait plant}) Plants and vines grow from all surfaces within 20 feet, causing all creatures in the area to be {@condition immobilized} unless they succeed at a Reflex save. The {@action Escape} DC is equal to the spell DC."
										],
										[
											"13",
											"{@b Tinge of Terror} ({@trait emotion}, {@trait enchantment}, {@trait fear}, {@trait mental}) All creatures within 20 feet are affected by powerful fright. They attempt a Will save, becoming {@condition frightened 1} on a failure or {@condition frightened 2} on a critical failure."
										],
										[
											"14",
											"{@b Strike up the Band} ({@trait auditory}, {@trait illusion}) For 1 minute, you are followed by orchestral theme music tied to the emotional content of the actions you're performing. This grants you a +2 status bonus to {@skill Diplomacy}, {@skill Intimidation}, and {@skill Performance} checks, a \u20132 status penalty to {@skill Deception} checks, and makes certain uses of {@skill Stealth} virtually impossible. It might have other effects as the GM sees fit."
										],
										[
											"15",
											"{@b Life Sap} ({@trait necromancy}) The surge drains your life force and strength. You become {@condition drained 1} and {@condition doomed 1}, and you are {@condition enfeebled 2} for 1 minute."
										],
										[
											"16",
											"{@b Ablative Barrier} ({@trait abjuration}) Energy forms a protective barrier that ablates slowly as creatures in the area take damage. All creatures in a 40-foot burst gain resistance to all damage equal to double the surge's spell level for up to 1 minute. Whenever a creature applies this resistance, the resistance for all affected creatures reduces by 1. The effect ends for all creatures when it reduces to 0."
										],
										[
											"17",
											"{@b Luminous Pests} ({@trait illusion}, {@trait visual}) Numerous tiny flying creatures formed of bright colorful light, such as bats or hummingbirds, emerge from you, flying in a 30-foot cone. You and all creatures in the cone must succeed at a Will save or be {@condition dazzled} for 1 minute, or {@condition blinded} for 1 round and then {@condition dazzled} for 1 minute on a critical failure."
										],
										[
											"18",
											"{@b Emotional Turmoil} ({@trait emotion}, {@trait enchantment}, {@trait mental}) A swirl of conflicting emotions overwhelm you from the surging magic. For 1 minute, attempt a DC {@flatDC 11} flat check at the start of each of your turns. On a success, you gain a +2 status bonus to all attack rolls, saving throws, and skill checks; on a failure, you take a \u20132 status penalty to them instead."
										],
										[
											"19",
											"{@b Sudden Downpour} ({@trait evocation}, {@trait water}) Water cascades from above, putting out non-magical fires in a 10-foot burst and attempting to counteract magical fires."
										],
										[
											"20",
											"{@b Spell Surge} You immediately cast any spell in your repertoire of the surge's spell level or lower (or from your prepared spells or innate spells if you don't have a repertoire but have been forced to generate a wellspring surge). You must choose a spell that takes 3 or fewer actions to cast."
										]
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Life in the Academy",
			"source": "SoT1",
			"page": 61,
			"category": "Adventure",
			"entries": [
				{
					"type": "pf2-h1",
					"name": "Life in the Academy",
					"source": "SoT1",
					"page": 61,
					"entries": [
						"In the Strength of Thousands Adventure Path, you'll have the opportunity to play characters who are students at the Magaambya, the oldest and most storied magic school in all Golarion. You'll learn new magic, advance in your studies, choose one of the five prestigious branches to join, and more. As you continue your academic career, adventure will call, but you'll never cease to be a Magaambyan, tied inextricably to the thousands upon thousands of students who came before you, stretching across eight millennia of history and tracing back to the legacy of Old-Mage Jatembe, one of the most legendary and powerful wizards in the history of Golarion.",
						"The academia subsystem helps you express your character's academic and intellectual growth throughout your time at the Magaambya, starting as a new initiate struggling to find your place at the school to an academic powerhouse respected by all researchers in your field and beyond. You'll continue your studies alongside your adventuring career, allowing you to gain a series of useful benefits to improve your character's capabilities based on the progress of your academic work.",
						{
							"type": "pf2-sidebar",
							"name": "GMS, SHARE THIS WITH YOUR PLAYERS",
							"entries": [
								"The details of the academia subsystem aren't a secret. This article is spoiler-free and written from a player's perspective, so you can share it with your players and help them make informed decisions for their characters' academic careers. Throughout the Adventure Path, you'll find numerous opportunities to tie into the academia subsystem, called out either in sidebars or in the text."
							]
						},
						{
							"type": "pf2-sidebar",
							"name": "ROLEPLAYING ACADEMIA",
							"entries": [
								"The academia subsystem is at its best when the players and GM use the opportunity as a backdrop for roleplaying events and occurrences that highlight the reality of life at a magic academy, rather than just quickly rolling some skill checks and tallying up branch levels. Maybe one hero has to go on a hunt for a book that should be available in the library but has been lent out multiple times, while another must convince a straitlaced professor to allow them to conduct a potentially dangerous experiment. For more guidance on ideas for downtime events and how to intersperse them throughout downtime, refer to pages 22 and 25 of the Gamemastery Guide."
							]
						},
						{
							"type": "pf2-h2",
							"name": "The Five Branches of Scholarship",
							"entries": [
								"Magaambyan scholars believe in many fundamental values of scholarship. Key among them are adaptability, camaraderie, imagination, knowledge, and valor. The school's faculty and lessons are divided into five branches, each emphasizing one of these values.",
								"{@b Cascade Bearers} esteem {@b imagination}, from the dreams of the most visionary magical theorists to the innovations of creative problem-solvers of all stripes.",
								"{@b Emerald Boughs} emphasize {@b camaraderie}, the sense of community and connection to fellow Magaambyans; they also interact with those outside the Magaambya and spread the academy's message.",
								"{@b Rain-Scribes} value {@b adaptability} in thoughts and deeds, as well as a willingness to admit errors and learn from past mistakes.",
								"{@b Tempest-Sun Mages} inspire {@b valor}, not only the physical courage to stand up for friends and the school, but also the intellectual courage to consider opposing viewpoints and widen one's understanding rather than staying entrenched in a single paradigm.",
								"{@b Uzunjati} understand that {@b knowledge} lives in stories passed down through the generations and also is earned every day through personal experience.",
								"While all Magaambyans are expected to embody these values to varying degrees, and members of the different branches work together on and off campus, every student joins one primary branch to shape their academic understanding. In addition to this choice, you'll also select a secondary branch that influences the expression of your primary branch and supplements your education. Your learning within these branches progresses from levels 1 to 20, just like your character. You can never have more levels in your primary branch than your character's level, and you can never have more levels in your secondary branch than half your character's level. When you create your character, choose a primary branch and a secondary branch; both begin at level 0.",
								"Classes at the Magaambya are open to students of any branch, but each focuses on the values embodied by a specific branch. If your primary branch is Tempest-Sun Mages and your secondary branch is Rain-Scribes, you'll attend Tempest-Sun Mage classes to advance your level in your primary branch or Rain-Scribe classes to advance your level in your secondary branch. You don't need to create a specific course load or class schedule, since you're always choosing whether to focus on your primary or secondary branch.",
								{
									"type": "pf2-h3",
									"name": "Branch Skills, Lores, and Feats",
									"entries": [
										"Each branch has two or three associated skills, one or more subcategories of lore, and a general feat. As you gain levels in your branch, you'll gain benefits that apply to the associated skills and lore, as well as the associated general feat.",
										{
											"name": "BRANCHES, SKILLS, LORES, AND FEATS",
											"id": "1",
											"type": "table",
											"source": "SoT1",
											"page": 62,
											"labelRowIdx": [
												0
											],
											"colStyles": [
												"text-left",
												"text-left",
												"text-left",
												"text-left"
											],
											"rows": [
												[
													"Branch",
													"Skills",
													"{@skill Lore}",
													"General Feat"
												],
												[
													"Cascade Bearers",
													"{@skill Arcana}, {@skill Occultism}, {@skill Religion}",
													"Academia Lore",
													"{@feat Canny Acumen}"
												],
												[
													"Emerald Boughs",
													"{@skill Deception}, {@skill Diplomacy}, {@skill Society}",
													"Specific settlement (such as Nantambu Lore)",
													"{@feat Adopted Ancestry}"
												],
												[
													"Rain-Scribes",
													"{@skill Medicine}, {@skill Nature}, {@skill Survival}",
													"Specific terrain (such as Forest Lore)",
													"{@feat Fleet}"
												],
												[
													"Tempest-Sun Mages",
													"{@skill Intimidation}, {@skill Performance}",
													"Warfare Lore",
													"{@feat Toughness}"
												],
												[
													"Uzunjati",
													"{@skill Crafting}, {@skill Lore}",
													"Any Lore",
													"{@feat Incredible Initiative}"
												]
											]
										}
									]
								},
								{
									"type": "pf2-h3",
									"name": "Changing Branches",
									"entries": [
										"It's perfectly natural that a player might choose a primary or secondary branch at character creation and, after roleplaying the character for some time, decide it was the wrong branch to represent their character's personality. While your GM could create a downtime activity to allow branch retraining in place of advancing in a branch, this can wind up permanently leaving your character behind the rest of your party. Instead, work with your GM to swap out your branches. Keep in mind, the Magaambya looks extremely poorly on those who flippantly attempt to alter their branches of scholarship to gain personal power and will staunchly deny any such exploit."
									]
								}
							]
						},
						{
							"type": "pf2-sidebar",
							"name": "ACADEMIA? NO THANKS",
							"entries": [
								"While many players in an Adventure Path about a magic academy might be interested in developing their characters' academic careers, some might want to skip right to the action. That's okay! You can either skip the subsystem entirely, in which case characters will be a little less versatile than normal, or just allow characters to automatically advance their primary branch at every even level, to a maximum branch level of 11 when the character reaches level 20."
							]
						},
						{
							"type": "pf2-h2",
							"name": "Advancing Your Branch Level",
							"entries": [
								"Unlike your character's level, your levels in your primary and secondary branches don't advance automatically when you gain Experience Points. Instead, you advance your branches through academic achievement; early in your career, this typically happens via bookwork and exams. As a student at the Magaambya, you can use either the Study downtime activity or the Cram downtime activity to represent your accomplishments in your studies and exams, with the timing based on the academic calendar (as noted for the GM in each volume of the Adventure Path).",
								"Truly accomplished scholars also might be able to use the Practical Research activity as a downtime activity in the field to gain additional new insights and academic advancements during adventures, as opposed to during the normal curriculum. Later volumes of the Adventure Path will note such opportunities for the GM, but if you have additional ideas for location-based research beyond those provided in the adventures themselves, the GM might reward your creativity with an additional opportunity to perform the Practical Research activity and raise your branch levels!",
								"Even with these extra opportunities, you can't advance your primary branch level above your character's level, or your secondary branch level above half your character's level (both with a minimum of 0). If the result of any of these activities would raise a branch level past those limits, put a star next to your branch's level. The next time your character gains a level, raise that branch's level to the new limit and erase the star. This way, if you have an opportunity to advance your branch level, you don't have to wait until your character level is high enough to pursue it.",
								"Each of these downtime activities takes a few months, as they occur over an academic semester. You might have encounters during or between these checks as the story requires.",
								{
									"type": "data",
									"tag": "action",
									"name": "Study",
									"source": "SoT1"
								},
								{
									"type": "data",
									"tag": "action",
									"name": "Cram",
									"source": "SoT1"
								},
								{
									"type": "data",
									"tag": "action",
									"name": "Practical Research",
									"source": "SoT1"
								},
								{
									"name": "BRANCH BENEFITS BY LEVEL",
									"id": "2",
									"type": "table",
									"source": "SoT1",
									"page": 63,
									"labelRowIdx": [
										0
									],
									"colStyles": [
										"text-center",
										"text-center"
									],
									"rows": [
										[
											"Level",
											"Benefit"
										],
										[
											1,
											"Additional Lore"
										],
										[
											2,
											"Steeped in History +1"
										],
										[
											3,
											"Dedicated Attendant"
										],
										[
											4,
											"Skill Feat (Trained)"
										],
										[
											5,
											"Branch Influence +1"
										],
										[
											6,
											"Skill Increase (Expert)"
										],
										[
											7,
											"First Branch Feat"
										],
										[
											8,
											"General Feat"
										],
										[
											9,
											"Skill Feat (Expert)"
										],
										[
											10,
											"Skill Increase (Master)"
										],
										[
											11,
											"Steeped in History +2"
										],
										[
											12,
											"Second Branch Feat"
										],
										[
											13,
											"Branch Influence +2"
										],
										[
											14,
											"Skill Increase (Master)"
										],
										[
											15,
											"Skill Feat (Master)"
										],
										[
											16,
											"Make Your Own Luck"
										],
										[
											17,
											"Branch Influence +3"
										],
										[
											18,
											"Skill Increase (Legendary)"
										],
										[
											19,
											"Skill Feat (Legendary)"
										],
										[
											20,
											"Magical Paragon"
										]
									]
								}
							]
						},
						{
							"type": "pf2-h2",
							"name": "Branch Benefits",
							"entries": [
								"At every branch level, you gain the benefit listed in Table 2 above. The benefit entries below also include the branch levels at which you gain them.",
								{
									"type": "pf2-h3",
									"level": 1,
									"name": "Additional Lore",
									"entries": [
										"At 1st level in a branch, you learn more of the Magaambya's deep well of lore associated with your branch. You gain the {@feat Additional Lore} feat in a Lore skill associated with the branch."
									]
								},
								{
									"type": "pf2-h3",
									"level": 2,
									"name": "Steeped In History",
									"entries": [
										"At 2nd level in a branch, you learn about the history of the branch and the Magaambya in general. You gain a +1 circumstance bonus to Recall Knowledge about the Magaambya, the tenets or history of your branch, and members of your branch.",
										"At 11th level, this increases to a +2 circumstance bonus."
									]
								},
								{
									"type": "pf2-h3",
									"level": 3,
									"name": "Dedicated Attendant",
									"entries": [
										"At 3rd level in a branch, if you have completed your Perquisite, you have proven your commitment to a sufficient degree that your branch promotes and supports you as an affiliated attendant. The first time you reach this level in a branch, you gain the {@feat Magaambyan Attendant Dedication|locg} feat as a bonus feat (even if you haven't taken enough feats with a previous archetype to take another dedication feat)."
									]
								},
								{
									"type": "pf2-h3",
									"level": 4,
									"name": "Skill Feat",
									"entries": [
										"At 4th level in a branch, you uncover hidden techniques that grant you extra benefits from your branch's associated skills. You gain a skill feat that requires the trained rank in one the branch's associated skills.",
										"At 9th level, you gain an additional skill feat that requires the expert or trained rank in one the branch's associated skills; at 15th level, you gain an additional skill feat that requires master or lower rank in one of the branch's associated skills; and at 19th level, you gain an additional skill feat that requires legendary or lower rank in one of the branch's associated skills. For any of these skill feats, you can select a variable skill feat, such as {@feat Automatic Knowledge} or {@feat Assurance}, as long as you do so for an associated skill."
									]
								},
								{
									"type": "pf2-h3",
									"level": 5,
									"name": "Branch Influence",
									"entries": [
										"At 5th level in a branch, you gain greater influence, making it easier to collaborate, hoodwink, or browbeat members of that branch. You gain a +1 circumstance bonus on {@skill Deception}, {@skill Diplomacy}, {@skill Intimidation}, and {@skill Performance} checks to interact with members of the branch.",
										"At 13th level, this increases to a +2 circumstance bonus, and at 17th level, it increases again to a +3 circumstance bonus."
									]
								},
								{
									"type": "pf2-h3",
									"level": 6,
									"name": "Skill Increase",
									"entries": [
										"At 6th level in a branch, and every 4 levels thereafter, your studies lead you to deeper understanding of your branch's associated skills, causing you to gain an additional skill increase that you can use to raise one of the branch's associated skills, up to a maximum of expert.",
										"At 10th branch level or higher, you can use these skill increases to become a master in a skill in which you're already an expert. At 18th level, you can use this skill increase to become legendary in a skill in which you're already a master. For Uzunjati, who have {@skill Lore} as an associated skill, you gain the {@feat Additional Lore} feat when you choose to improve Lore, instead of gaining a single skill increase to a Lore."
									]
								},
								{
									"type": "pf2-h3",
									"level": 7,
									"name": "Branch Feat",
									"entries": [
										"At 7th level in a branch, you become so immersed in your branch's secrets that you gain access to special training only offered to other members of your branch. You gain the 6th-level Magaambyan attendant archetype feat requiring affiliation with your branch (such as {@feat Uzunjati Storytelling|LOCG} for the Uzunjati). You must still meet any skill prerequisites the feat has. If you already have that feat, you gain an additional 6th-level class feat (even if your branch's feat was not a class feat).",
										"At 12th level, you also gain the 10th-level Magaambyan attendant archetype feat requiring affiliation with the branch (such as {@feat Tempest-Sun Shielding|LOCG} for the Tempest-Sun Mages). If you already have that feat, you gain an additional 10th-level class feat (even if your branch's feat was not a class feat)."
									]
								},
								{
									"type": "pf2-h3",
									"level": 8,
									"name": "General Feat",
									"entries": [
										"At 8th level in a branch, your understanding of your branch's traditions improves your general capabilities, stretching beyond your studies in specific skills. You gain the general feat associated with the branch. If you already have that general feat, you gain a 1st-level general feat of your choice instead."
									]
								},
								{
									"type": "pf2-h3",
									"level": 16,
									"name": "Make Your Own Luck",
									"entries": [
										"At 16th level in a branch, you're so accomplished with your branch's associated skills that you make your own luck. Once per day, you can reroll a skill check with one of those skills and take the new result. This is a {@trait fortune} effect."
									]
								},
								{
									"type": "pf2-h3",
									"level": 20,
									"name": "Magical Paragon",
									"entries": [
										"At 20th level in a branch, you embody the branch so completely that you gain a unique special ability depending on your branch. Many of these abilities build upon Magaambyan attendant archetype feats you have gained.",
										{
											"type": "pf2-options",
											"style": "pf2-p",
											"items": [
												{
													"type": "item",
													"name": "Cascade Bearers",
													"entries": [
														"Nothing is beyond your imagination. Once per day, you can cast any common 7th-level spell from the {@filter arcane|spells||Level=7|Rarity=Common|Tradition & Spell List=arcane}, {@filter divine|spells||Level=7|Rarity=Common|Tradition & Spell List=divine}, {@filter occult|spells||Level=7|Rarity=Common|Tradition & Spell List=occult}, or {@filter primal|spells||Level=7|Rarity=Common|Tradition & Spell List=primal} spell lists without expending a spell slot. When you do, you use your spellcasting proficiency for your halcyon spells."
													]
												},
												{
													"type": "item",
													"name": "Emerald Boughs",
													"entries": [
														"You can stretch your hideaway well beyond the original intended usage, creating a special extradimensional abode in which to rest with your allies, host visiting diplomats, and more. At any time, you can spend 1 minute to enter and expand your hideaway into a {@spell magnificent mansion}; it remains in this form until you leave, at which point it expels all remaining guests and becomes a normal hideaway as {@feat Emerald Boughs Hideaway|LOCG} until you spend another minute to enter and expand your hideaway again."
													]
												},
												{
													"type": "item",
													"name": "Rain-Scribes",
													"entries": [
														"You can adapt to almost any situation. You can survive in severe and extreme cold and heat without taking damage. You move at full Speed through {@quickref difficult terrain||3|terrain} and {@quickref greater difficult terrain||3|terrain}, and take no damage from hazardous terrain. When using {@feat Rain-Scribe Mobility|LOCG}, you clear the effects of all three types of terrain from the spaces you enter for 1 round."
													]
												},
												{
													"type": "item",
													"name": "Tempest-Sun Mages",
													"entries": [
														"You have the courage and magic to protect all your allies from harm. When you use {@feat Tempest-Sun Shielding|LOCG}, you can choose to reduce the triggering damage to you and all allies within 30 feet by four times the spell level, rather than reducing the triggering damage to you or a single ally by four times the spell level."
													]
												},
												{
													"type": "item",
													"name": "Uzunjati",
													"entries": [
														"You know a surprising number of stories, and you weave them all together into a coherent narrative. When you use {@feat Uzunjati Recollection|LOCG}, you {@action Recall Knowledge} three time instead of once, each with a +2 circumstance bonus. You also gain a +2 circumstance bonus to your skill check for {@feat Uzunjati Storytelling|LOCG} from the captivating combined narrative."
													]
												}
											]
										}
									]
								}
							]
						}
					]
				}
			]
		}
	]
}
