{
	"action": [
		{
			"name": "Search for Speakers",
			"page": 48,
			"source": "WoW3",
			"remaster": true,
			"traits": [
				"downtime"
			],
			"entries": [
				"You contribute your efforts to the day's search for Zibik's speakers, whether by helping directly, by looking out for danger, by navigating terrain, or by keeping companions safe and healthy. Choose an option from the current region's Exploration skills and attempt a check against the listed DC.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The party gains 2 Search Points.",
						"Success": "The party gains 1 Search Point.",
						"Failure": "The part loses 1 Search Point."
					}
				}
			]
		},
		{
			"name": "Support the Siege Effort",
			"source": "WoW3",
			"remaster": true,
			"page": 15,
			"traits": [
				"downtime"
			],
			"entries": [
				"You spend 4 hours performing tasks to aid in the siege of Arenway, such as repairing structures, preparing meals, persuading captives to join the Rootweft Lodge, treating injured Rootweft warriors, or scouting the area. Roll a skill check related to the task you perform\u2014the GM determines the specific skill required and the DC, and you earn Siege Points based on the result of your check.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You gain 2 Siege Points.",
						"Success": "You gain 1 Siege Point.",
						"Critical Failure": "You lose 1 Siege Point."
					}
				}
			]
		},
		{
			"name": "Unwavering Resilience",
			"source": "WoW2",
			"page": 69,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"trigger": "You attempt a saving throw against a {@trait poison}, {@trait disease}, or {@trait mental} effect, but you haven't rolled yet.",
			"entries": [
				"You tap into the power of the {@plane Plane of Wood|RoE}, gaining strength and mental fortitude. You gain a +1 circumstance bonus on the triggering save. If you critically succeed at this saving throw, you become bolstered by your success; blossoms and new growth temporarily sprout all over your body, and you gain a number of temporary Hit Point equal to your level. These temporary Hit Points last for one minute. When there temporary Hit Points are lost, the verdant growth subsides."
			]
		},
		{
			"name": "Defend Tern Hill",
			"source": "WoW2",
			"page": 8,
			"traits": [
				"downtime"
			],
			"entries": [
				"You spend 8 hours performing tasks to aid in the defense of Tern Hill and its people, such as constructing fortifications, setting snares, patrolling, or training other members of the Rootweft. Roll a skill check related to the specific task you perform. The GM determines which skill or other check is required, such as {@skill Crafting} to build a barrier, {@skill Perception} to man a watch post, or {@skill Diplomacy} to train noncombatants. You earn a number of Defense Points based on your check result.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "Tern Hill gains 2 Defense Points.",
						"Success": "Tern Hill gains 1 Defense Point.",
						"Failure": "Your efforts earn no Defense Points.",
						"Critical Failure": "Tern Hill loses 1 Defense Point. This can't reduce the total Defense Points to less than 0."
					}
				}
			]
		},
		{
			"name": "Negotiate Peace",
			"source": "WoW1",
			"page": 35,
			"traits": [
				"auditory",
				"concentrate",
				"exploration",
				"linguistic",
				"mental"
			],
			"requirements": "The arboreals have an unfriendly or higher attitude toward the PCs.",
			"entries": [
				"You attempt to mediate the conflict between the loggers of Marin's Mill and the neighboring arboreals by making a case to their leader. Without any supporting evidence, convincing the angry arboreals to leave Marin's Mill alone requires a successful DC 32 {@skill Diplomacy} check. However, the PCs can lower this DC by successfully making any of the following arguments:",
				{
					"type": "list",
					"items": [
						"{@b The villagers of Marin's Mill are defending themselves against unprovoked twigjack attacks.} A first-hand account of the twigjack attacks reduces the DC by 5, although Ironbark openly questions whether the twigjack attacks were truly \"unprovoked.\" Providing plausible justification for the twigjack attacks by reporting on the worship site reduces the DC by an additional 2; if the PCs also provide proof of Splintershank's demise, they reduce the DC by an additional 3.",
						"{@b The villagers actively want peace.} If the PCs can convince the loggers' leader, Declan Berk, to accompany them while they make their case before Ironbark, they reduce the DC by 4."
					]
				},
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "As success, but Ironbark agrees to help the people of Marin's Mill repair the damage inflicted by the twigjacks in exchange for their assistance in replanting the burned trees.",
						"Success": "Ironbark agrees to spare the town, although he and the arboreals remain suspicious and resentful of the people of Marin's Mill.",
						"Failure": "Ironbark is unconvinced, and a new attempt to convince him cannot be made again for 12 hours.",
						"Critical Failure": "As failure, but Ironbark's attitude toward the PCs decreases by one step, and a new attempt to convince him cannot be made for 24 hours."
					}
				}
			]
		},
		{
			"name": "Prismati Catch",
			"source": "WoW1",
			"page": 23,
			"traits": [
				"manipulate"
			],
			"entries": [
				"You try to catch a prismati object that's thrown to you. Attempt a DC 18 {@skill Acrobatics}, {@skill Athletics}, or {@skill Lore||Games Lore} check, or a DC 18 Reflex save.",
				{
					"type": "successDegree",
					"entries": {
						"Success": "You catch the thrown item.",
						"Failure": "You fail to catch the thrown item, which lands outside of your dig and earns no points."
					}
				}
			]
		},
		{
			"name": "Prismati Throw",
			"source": "WoW1",
			"page": 22,
			"traits": [
				"manipulate"
			],
			"entries": [
				"You throw one of the prismati objects toward a catcher atop the dig of your choice. Attempt a DC 15 {@skill Lore||Games Lore} check or a ranged {@action Strike} against AC 15, applying any range increment penalties to either roll.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "Your throw is practically perfect. Your intended catcher gains a +2 circumstance bonus on their check to {@action Prismati Catch|WoW1|Catch} the object, and any check to {@action Prismati Intercept|WoW1|Intercept} the throw takes a \u20132 penalty.",
						"Success": "Your throw is accurate but must still be caught.",
						"Failure": "Your throw goes wide, missing the target."
					}
				}
			]
		},
		{
			"name": "Prismati Intercept",
			"source": "WoW1",
			"page": 23,
			"traits": [
				"manipulate"
			],
			"entries": [
				"You try to disrupt or even catch a prismati object that's thrown past you. Attempt a DC 18 {@skill Acrobatics}, {@skill Athletics}, or {@skill Lore||Games Lore} check, or a DC 18 Reflex save.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You catch the object, ensuring it doesn't score any points.",
						"Success": "You disrupt the object's trajectory, increasing the DC required to {@action Prismati Catch|WoW1|Catch} it by 4.",
						"Failure": "You fail to disrupt the throw."
					}
				}
			]
		},
		{
			"name": "Prismati Maneuver",
			"source": "WoW1",
			"page": 22,
			"traits": [
				"move"
			],
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"entries": [
				"You dash from one dig to another. Attempt a DC 25 {@skill Acrobatics}, {@skill Athletics}, or {@skill Lore||Games Lore} check. You gain a circumstance bonus to the check equal to your Speed divided by 5 (e.g., {@hit +5} for 25 feet).",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You move to a dig up to two spaces away. Alternatively, you can move to an adjacent dig and then Arrange a Scarf as a free action.",
						"Success": "You move to an adjacent dig.",
						"Failure": "You make slow progress; you do not move, but your circumstance bonus to your next Prismati Maneuver check increases by 5."
					}
				}
			]
		},
		{
			"name": "Counter-quip",
			"source": "WoW1",
			"page": 20,
			"traits": [
				"auditory",
				"concentrate",
				"exploration",
				"linguistic"
			],
			"trigger": "A contestant attempts a skill check when targeting you with a Wildwood Flyte.",
			"entries": [
				"You deliver a snappy, witty rebuttal that deflects your opponent's mockery. Attempt a {@skill Deception}, {@skill Intimidation}, or {@skill Performance} check; the DC equals 10 + the opponent's modifier for the skill they used for the Wildwood Flyte.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "Your rebuttal is cleverer than the attack! Negate the Wildwood Flyte result, and your opponent loses 1 point.",
						"Success": "Your witty response reduces the number of points you lose by 1 (minimum 0).",
						"Failure": "No effect.",
						"Critical Failure": "Your clumsy comeback only exacerbates the mockery, and you lose 1 additional point."
					}
				}
			]
		},
		{
			"name": "Wildwood Flyte",
			"source": "WoW1",
			"page": 20,
			"traits": [
				"auditory",
				"concentrate",
				"linguistic"
			],
			"entries": [
				"You spontaneously compose and deliver a string of rhyming verse to ridicule a contestant. Attempt a {@skill Deception}, {@skill Intimidation}, or {@skill Performance} check against the target's DC associated with that skill. Because the audience gets bored easily, you take a \u20132 penalty to this check if you used this skill for your most recent Wildwood Flyte attempt.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You verbally eviscerate your target and delight the audience. You gain 1 point. Your target loses 2 points and is {@condition stupefied||stupefied 1} until they gain at least 1 point.",
						"Success": "Your verbal takedown works well, earning widespread approval. You gain 1 point, and your target loses 1 point.",
						"Failure": "Though coherent, your mockery has no effect.",
						"Critical Failure": "Your flyting is so clumsy that you lose 1 point."
					}
				}
			]
		},
		{
			"name": "Study",
			"source": "WoW1",
			"page": 19,
			"traits": [
				"auditory",
				"concentrate",
				"secret",
				"visual"
			],
			"trigger": "Your turn to Wildwood Flyte begins.",
			"entries": [
				"You examine a contestant's mannerisms and recall trivia about them to identify their weaknesses. Attempt a DC 20 {@skill Perception} check or relevant check to {@action Recall Knowledge} about the target.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "As success, but the circumstance bonus increases to +3.",
						"Success": "You identify one of the target's weaknesses. The first time you incorporate that weakness into your Wildwood Flyte against the target, you gain a +2 circumstance bonus to the accompanying skill check.",
						"Failure": "No effect.",
						"Critical Failure": "You mistakenly identify something about the target. Using this fake weakness against the target imposes a \u20132 penalty to your check to Wildwood Flyte."
					}
				}
			]
		},
		{
			"name": "Caber Toss",
			"source": "WoW1",
			"page": 17,
			"traits": [
				"concentrate",
				"manipulate"
			],
			"entries": [
				"You precariously heft a caber, jog a short distance, and heave it end over end. First, attempt a DC 19 {@skill Acrobatics} check to keep the caber balanced as you move. If you succeed, you gain a +1 circumstance bonus to the subsequent {@skill Athletics} check. If you critically succeed, increase the circumstance bonus to +3.",
				"Second, attempt a DC 21 {@skill Athletics} check or a ranged attack against AC 22 (the caber belongs to the {@group club} weapon group) to hurl the caber.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "Your exceptional throw earns 4 points.",
						"Success": "Your throw lands off-kilter yet earns {@dice 1d3} points.",
						"Failure": "You struggle to throw the caber, earning no points.",
						"Critical Failure": "You stumble while lifting or tossing the caber, injuring yourself in the process. You earn no points, you take {@dice 1d10} bludgeoning damage, and you are {@condition enfeebled||enfeebled 1} for the rest of the contest."
					}
				}
			]
		},
		{
			"name": "Tenacious Stance",
			"source": "LOHh",
			"page": 110,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"stance"
			],
			"actionType": {
				"archetype": [
					"Stalwart Defender|LOHh"
				]
			},
			"requirements": "You are wearing armor",
			"entries": [
				"You steady yourself, as tough and immutable as stone. You gain a number of temporary Hit Points equal to half your level (minimum 1) and a +2 circumstance bonus to DCs against being {@action shove||Shoved} and {@action trip||Tripped}. However, you no longer negate your armor check penalty or Speed penalty for having a high Strength while in this stance. After you leave Tenacious Stance, you lose any remaining temporary Hit Points from the stance, and you become temporarily immune to gaining temporary Hit Points from Tenacious Stance for 1 minute."
			]
		},
		{
			"name": "Distract Crew",
			"source": "Rust",
			"page": 14,
			"traits": [
				"concentrate",
				"exploration",
				"mental"
			],
			"entries": [
				"Whether it's an attempt to engage the crew of the {@i Swordfish} from the pier in a confusing conversation, staging a distracting event, asking them about their reasons for being here, or simply attempting to chat up the crew, a creature does their best for 10 minutes to distract the guards on deck to give those sneaking onboard a better chance at success. Have the PC describe what they are doing to be distracting, and determine if they need to attempt a DC 15 {@skill Deception} check, a DC 17 {@skill Diplomacy} check, or a DC 13 {@skill Performance} check or {@skill Lore||Xin-Edasseril Lore} check. Only one attempt to Distract the Crew can be attempted at a time, but other PCs can attempt to {@action Aid} the Distract Crew attempt.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The crew becomes distracted. Grant all attempts to {@action Search Ship|Rust|Search the Ship} during this 10 minutes a +1 circumstance bonus.",
						"Success": "The crew becomes distracted.",
						"Failure": "The crew does not become distracted.",
						"Critical Failure": "The crew becomes suspicious, and all attempts to {@action Search Ship|Rust|Search the Ship} during this 10 minutes take a -1 circumstance penalty."
					}
				}
			]
		},
		{
			"name": "Search Ship",
			"source": "Rust",
			"page": 15,
			"traits": [
				"concentrate",
				"exploration"
			],
			"entries": [
				"The PC sneaks onto the {@i Swordfish} and skulks around the ship looking for clues for 10 minutes. If the crew is not distracted, have them attempt a DC 15 {@skill Stealth} check or a DC 13 {@skill Lore||Sailing Lore} check. If the crew is distracted, the DC is reduced by 5. If the crew is suspicious, the DC is increased by 5.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The PC makes multiple discoveries. Roll three times on the {@table Swordfish Discoveries|Rust} table.",
						"Success": "The PC makes a discovery! Roll once the {@table Swordfish Discoveries|Rust} table.",
						"Failure": " The PC fails to make any discoveries but is not caught by the crew.",
						"Critical Failure": "Not only does the PC fail to make any discoveries, but they are spotted by a deckhand! At this point, the PC can call for parley (in which case, proceed with Speaking to the Crew), attack (in which case, proceed with Getting in a Fight), or try to flee by attempting a second {@skill Stealth} check against the same DC. On a success, they escape capture, but the Swordfish's crew remains suspicious from this point onward and can no longer be distracted. On a failure, they're cornered and must either fight, talk, or surrender."
					}
				}
			]
		},
		{
			"name": "Investigate Domora",
			"source": "GW2",
			"page": 55,
			"traits": [
				"concentrate",
				"exploration"
			],
			"entries": [
				"Over the course of the day, you sift through ruins, study relics, or comb through archives in order to learn about Domora. Attempt a skill check to determine how many Investigation Points (IP) your efforts yield. Which skills you can use and the DC for it depend on the site you visit.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You gain 2 IP.",
						"Success": "You gain 1 IP.",
						"Critical Failure": "You make a false discovery and lose 1 IP."
					}
				}
			]
		},
		{
			"name": "Repair Karahai Bridge",
			"source": "SoG4",
			"page": 16,
			"traits": [
				"downtime",
				"manipulate"
			],
			"entries": [
				"You create a plan for rebuilding Karahai Bridge and recruit a team to enact that plan over the course of 3 days. Attempt a {@dc 25} {@skill lore||Engineering Lore} check, a {@dc 27} {@skill Crafting} check, or a {@dc 29} {@skill Society} check; other PCs can {@action Aid} this check with any of those skills by spending the same amount of downtime providing that assistance. If a PC has access to spells or other magic effects that the GM decides could be of significant aid to the process, and that PC spends their downtime helping, that PC's magic grants the primary check a +1 status bonus. This bonus stacks with multiple different spellcasting PCs, up to a maximum status bonus of +3. Once this check has been attempted, the PCs don't need to spend more downtime on the project.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The PCs hit upon a brilliant plan for the project, and the town's workers prove to be particularly skilled and exuberant. The bridge takes only 1 month to rebuild and is finished before the events of Chapter 2 begin.",
						"Success": "The plans are solid and the project proceeds quickly without any major setbacks. The bridge takes 2 months to rebuild.",
						"Failure": "The plans for rebuilding the bridge take longer to complete, and the project suffers several minor setbacks and delays. The bridge takes 3 months to complete and is thus unlikely to be finished before this adventure ends.",
						"Critical Failure": "While the plans seem solid, disaster strikes several days into the job, resulting in several deaths (roll {@dice 1d8} if you wish to randomly determine how many of Willowshore's citizens perish in this event). The PCs must start over, taking the Rebuild Karahai Bridge downtime activity once more to get the project restarted, but the roll suffers a \u20134 penalty to the check as a result of the later start."
					}
				}
			]
		},
		{
			"name": "Free Shackled Soul",
			"source": "SoG4",
			"page": 50,
			"traits": [
				"auditory",
				"concentrate",
				"exploration",
				"linguistic",
				"mental"
			],
			"entries": [
				"You speak to a shackled soul for 10 minutes and help them to cast off their bonds by reminding them of what they loved in life. Each attempt requires a {@dc 28} skill check that's specific to the soul in question (and mentioned in each of the following encounters), or a {@dc 32} {@skill Diplomacy} or {@skill Intimidation} check. If you carry and display a significant token taken from the soul's murder scene, you gain a +3 item bonus to this check.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You convince the soul to cast off its shackles; it rewards you as detailed in the following encounters before it fades away from Kugaptee's Grasp. Your words have been so compelling that rather than moving on to the afterlife, you allow the soul to return to life, as if from the effects of a {@ritual resurrect} ritual that had been heightened to 7th level.",
						"Success": "As critical success, but the soul doesn't resurrect; instead, it moves on to the {@plane Boneyard} for its afterlife and remains dead in the living world.",
						"Failure": "You fail to convince the soul to cast off its shackles but can attempt to do so again.",
						"Critical Failure": "The soul spirals even deeper into its bondage to Kugaptee. It can't be freed until {@creature Heh Shan-Bao|SoG4} is defeated (upon which the shackled soul is freed automatically); no further attempts to Free this Shackled Soul can be attempted."
					}
				}
			]
		},
		{
			"name": "Search for Clues",
			"source": "SoG4",
			"page": 88,
			"traits": [
				"concentrate",
				"exploration",
				"secret"
			],
			"entries": [
				"You spend 10 minutes {@action investigate||Investigating} a body, object, or location, or 2 hours {@action gather information||Gathering Information} from potential witnesses; you then attempt one of the checks listed for the examination. An investigator can use {@action Pursue a Lead|APG} when they do so to gain that ability's bonus to their check and can use {@action Clue In|APG} to aid others in Searching for Clues.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You discover minor, moderate, and major clues.",
						"Success": "You learn the minor and moderate clues.",
						"Failure": "You learn the minor clues.",
						"Critical Failure": "You learn the false lead and believe it to be a minor clue."
					}
				}
			]
		},
		{
			"name": "Invoke Eiseth",
			"source": "SaS",
			"page": 51,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"auditory",
				"concentrate",
				"emotion",
				"linguistic",
				"mental"
			],
			"frequency": {
				"number": 1,
				"unit": "round"
			},
			"entries": [
				"You attempt to demoralize Lorthact by invoking his nemesis. Attempt a DC 33 {@skill Deception}, {@skill Intimidation}, {@skill Performance}, or {@skill Religion} check. Regardless of your result, Lorthact is temporarily immune to your further attempts to Invoke Eiseth for 10 minutes, though not the attempts of others.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "Lorthact becomes {@condition frightened 2} and {@condition slowed 1}.",
						"Success": "Lorthact becomes {@condition frightened 2}.",
						"Failure": "Lorthact becomes {@condition frightened 1}.",
						"Critical Failure": "Your floundering attempt backfires and instead amuses Lorthact; he is temporarily immune to all attempts to Invoke Eiseth until the end of your next turn."
					}
				}
			]
		},
		{
			"name": "Spread Disinformation",
			"page": 7,
			"source": "SaS",
			"traits": [
				"exploration",
				"secret"
			],
			"entries": [
				"You spread falsehoods through the city's rumor mill to reduce attention your party has received while investigating. After spending four hours on this activity, attempt a DC 28 {@skill Deception} check. Attention Points can never be reduced below 0.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "Reduce Attention Points by 2.",
						"Success": "Reduce Attention Points by 1.",
						"Critical Failure": "Increase Attention Points by 1."
					}
				}
			]
		},
		{
			"name": "Dream Research",
			"page": 59,
			"source": "Mal",
			"traits": [
				"concentrate",
				"downtime"
			],
			"trigger": "You fall asleep within 5 miles of Xarwin Manor.",
			"frequency": {
				"unit": "hour",
				"number": 12
			},
			"entries": [
				"While you sleep, you experience dreams that verge on nightmares. In these dreams, your mind drifts from your soul, and everything you know feels like it's being drawn up into the dark places between the stars to be devoured. During the dream, you can concentrate on one research topic you've unlocked that you haven't fully investigated. If you choose a topic for which the party has already discovered all research thresholds, you can immediately switch to a different topic.",
				"The skill you use and the DC for the check depend on the topic, as detailed in that topic's Dreams venue. If you're not dreaming within the manor grounds, the spiritual link to the malevolence is lessened and you take a \u20132 status penalty to the check.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You gain 2 RP.",
						"Success": "You gain 1 RP.",
						"Critical Failure": "You peer too far into the malevolence, which notices your attempt. You manage to break the mental link just before you lose some memories to its ravenous appetite. Increase your {@condition malevolence|Mal} condition value by 1."
					}
				}
			]
		},
		{
			"name": "Swipe Manor Keys",
			"page": 6,
			"source": "MotM",
			"traits": [
				"uncommon",
				"exploration"
			],
			"entries": [
				"Manors often contain locked passageways, and you secure one of the keys without anyone noticing. Attempt a DC 22 {@skill Thievery} check; this is DC 20 for Kangir to reflect her {@feat Pickpocket} skill feat.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "As success, but you also acquire a security key designed to deactivate the manor's traps. Whoever is holding the key gains a +2 circumstance bonus to checks to {@action Disable a Device||Disable} traps within the manor.",
						"Success": "You acquire a key that belongs to one locked obstacle inside the manor, such as unlocking the doors to area {@b A5} or the desk in area {@b A10}. You decide which lock the key works on when you use it, after which the key only works for that lock.",
						"Failure": "You don't acquire keys.",
						"Critical Failure": "Though you escape before being caught, you raise the suspicion of the guards. Gain 1 AP."
					}
				}
			]
		},
		{
			"name": "Scope Everbloom Manor",
			"page": 6,
			"source": "MotM",
			"traits": [
				"uncommon",
				"exploration",
				"secret"
			],
			"entries": [
				"You study Everbloom Manor from several vantage points, identifying its layout, likely obstacles, and defenses. Attempt a DC 20 {@skill Perception}, {@skill Stealth}, or {@skill Survival} check or a DC 18 {@skill Lore||Warfare Lore} check. If you have a {@item spyglass} and succeed at the check, you receive the results of a critical success instead.",
				"Note that many of these facts might change if the adventure uses any of the alternate challenges.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You gain the unmarked map at the back of this adventure. In addition, you learn three of the facts listed in the success result that you or your allies haven't already discovered.",
						"Success": [
							"You gain the unmarked map at the back of this adventure. In addition, you learn one of the following facts that you or your allies have not already discovered.",
							{
								"type": "list",
								"items": [
									"Several of the manor's windows are barred\u2014specifically, those into areas {@b A6}, {@b A8}, {@b A11}, {@b A12}, and {@b A13}.",
									"Several of the doors are kept locked\u2014the west door near area {@b A8} and the doors into area A5. The main door to area {@b A3} seems to be left unlocked.",
									"The flat roof has limited access. There is a hatch toward the north, providing access into the manor. There's also a ladder stowed in the bushes east of the round tower. The roof has two large skylights that likely can't support a human's weight.",
									"{@i {@creature Pairaka|MotM} only}\u2014The manor has many flowering bushes. Some of these should be in bloom, yet the red flowers appear to have been pruned so that no flowers are visible from the manor itself. There are also several red blankets and tapestries amid the estate's garbage.",
									"{@i {@creature Shambler} only}\u2014The manor grounds show signs of recent excavation and renovation. More than a dozen flowering bushes having been removed, forming stacks of brush in several places behind the manor. Birds and squirrels seem to purposefully avoid these brush piles.",
									"The PC counts six guards on duty and expects there will be 10\u201312 guards during the evening event. The flat roof provides a natural vantage point for a few guards, though most will be patrolling the grounds."
								]
							}
						],
						"Failure": "You gain the unmarked map at the back of this adventure but no additional information.",
						"Critical Failure": "You gain the unmarked map at the back of this adventure. You also learn about two of the topics above but gain misleading information, such as misjudging where obstacles are or misinterpreting what the exterior guard creature is."
					}
				}
			]
		},
		{
			"name": "Orchestrate Timely Distraction",
			"page": 6,
			"source": "MotM",
			"traits": [
				"uncommon",
				"exploration"
			],
			"entries": [
				"You organize an attention-grabbing event that's primed to occur this evening near the manor. This might be an unsanctioned street performance, an explosion, a brawl, or other clash. Attempt a DC 20 {@skill Deception}, {@skill Performance}, {@skill Religion}, or {@skill Society} check.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "As success, plus the distraction is so spectacular that when you use it, it pulls the manor staff's attention away from your infiltration and drowns out subtle signs of your presence. Reduce your Awareness Point total by 1.",
						"Success": "You gain 1 EP that you can use while outside the manor.",
						"Failure": "The manor's guards hold fast to their duties.",
						"Critical Failure": "The distraction backfires, reminding the guards of the need to remain vigilant against danger at all times. Gain 1 AP."
					}
				}
			]
		},
		{
			"name": "Uncover Everbloom Manor's Secrets",
			"page": 5,
			"source": "MotM",
			"traits": [
				"uncommon",
				"exploration",
				"secret"
			],
			"entries": [
				"You learn key information about Everbloom Manor through interviews and archival investigation. Attempt a DC 20 {@skill Diplomacy}, {@skill Intimidation}, or {@skill Society} check. Alternatively, attempt a DC 18 {@skill Lore||Absalom Lore} check. Cumulatively, the PCs can attempt this check twice.",
				{
					"type": "successDegree",
					"entries": {
						"Success": [
							"You learn two of the following facts.",
							{
								"type": "list",
								"items": [
									"Everbloom Manor is built atop the ruins of an estate destroyed during a siege a millennium ago. It gets its name from its myriad red-flowering bushes, at least one of which is always in bloom regardless of season.",
									"Absalom is so old that the city surface rests atop countless layers of older construction. Many Petal District manors have cellars built into the millennia-old, subterranean ruins, though the means of accessing these rooms is often hidden.",
									"The Kelorbeyan family tree boasts many proud worshippers of Iomedae. The manor has a private chapel, and the family often celebrates {@deity Iomedae||Iomedaean} holidays by hosting large picnics. The most recent holiday passed with little fanfare. The Kelorbeyan family founders were divine champions who famously defeated myriad arctic beasts before settling in Absalom. Their motto is \"A green wall against evil winds.\"",
									"Discouraged by Doatara's rhetoric, the district's Lotus Guard often avoids her manor. She's hired her own household guards, with several on duty at all hours."
								]
							}
						],
						"Critical Failure": "You learn nothing of note, but your prying draws unwanted attention. Gain 1 AP."
					}
				}
			]
		},
		{
			"name": "Uncover Doatara's Secrets",
			"page": 5,
			"source": "MotM",
			"traits": [
				"uncommon",
				"exploration",
				"secret"
			],
			"entries": [
				"You uncover key information about Doatara Kelorbeyan. Attempt a DC 20 {@skill Diplomacy}, {@skill Intimidation}, or {@skill Society} check. Alternatively, attempt a DC 18 {@skill Lore||Assassin Lore} or {@skill Lore||Underworld Lore} check. If you are using {@creature Doatara the Priest|MotM}, swap the information about Doatara from the second success bullet point and the critical failure entry.",
				{
					"type": "successDegree",
					"entries": {
						"Success": [
							"You learn the following about Doatara.",
							{
								"type": "list",
								"items": [
									"Once an Osirian cotton merchant of some repute in the region, Doatara married the heiress of the impressive Kelorbeyan fortune. Mere months later, footpads killed Doatara's wife in a bungled robbery, leaving the Kelorbeyan estate under the young widow's control. Doatara has since become an outspoken anti-crime advocate running for a district council position. She's trained tirelessly with fencing masters to ensure she can defend herself where Absalom's guards have clearly failed to keep the peace.",
									"{@i {@creature Doatara the Poisoner|MotM} Only}\u2014Although Doatara often wears heavy perfume and dresses in extravagant clothing of the finest quality, witnesses report that she also smells of bitter herbs. Because she also regularly orders strange powders, animal parts, and glassware, you conclude that Doatara is an accomplished alchemist. Expect her to have numerous powerful toxins and explosives at her disposal."
								]
							}
						],
						"Critical Failure": "{@i {@creature Doatara the Poisoner|MotM} Only}\u2014Doatara spends considerable time in the Ascendant Court, where temples of nearly every god can be found. By combining reports of her magically vanishing from parties and your knowledge of her divine patron, you conclude Doatara is a cleric of {@deity Norgorber}. Expect her to have defensive and evasive spells, plus negative energy attacks."
					}
				}
			]
		},
		{
			"name": "Prepare Tools for Assassination",
			"page": 5,
			"source": "MotM",
			"traits": [
				"uncommon",
				"exploration"
			],
			"entries": [
				"You create a tool specially designed for an upcoming obstacle, such as a specific outfit, a camouflaged cloak that perfectly matches the manor's gardens, forged invitations to the party, a prybar sized for the manor's windows, carefully formulated bait, or the like. As a master assassin, whatever comes your way, you've thought of it. Attempt a DC 20 {@skill Crafting} check to create these tools.",
				{
					"type": "successDegree",
					"entries": {
						"Success": "You create an effective tool that grants 1 Edge Point for an obstacle. At any point during the infiltration, you can spend that EP to describe a flashback scene of you preparing just the right tool for the job. In doing so, you must describe how the tool helps overcome the specific obstacle.",
						"Failure": "You create a middling tool. You gain 1 EP that (unknown to you) provides 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 EP after rolling a failure."
					}
				}
			]
		},
		{
			"name": "Red Mantis Assassination",
			"page": 10,
			"source": "MotM",
			"traits": [
				"rare",
				"exploration",
				"move"
			],
			"entries": [
				"You stalk the shadows, watching for targets and preparing to dispatch them with a quiet, decisive blow. While using this activity, if you are unnoticed by a {@trait humanoid} of your level or lower, you can {@action Stride} up to half your Speed, ending the movement adjacent to the target. Attempt either an attack roll against the target's AC + 5, or attempt a {@skill Deception} check or {@skill Stealth} check against the target's {@skill Perception} DC.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You kill the target without earning an Awareness Point, even if another creature could witness the attack.",
						"Success": "You kill the target without earning an Awareness Point, so long as no other creatures witness the attack. If witnessed, you earn 1 Awareness Point.",
						"Failure": "You kill the target but make noise, earning 1 Awareness Point.",
						"Critical Failure": "You kill the target after a prolonged struggle, earning 2 Awareness Points."
					}
				}
			],
			"special": [
				"Kangir and Zeah can perform this action with a ranged weapon so long as they end their movement within the first {@trait range increment} of their ranged or {@trait thrown} weapon."
			]
		},
		{
			"name": "Solving Tenon's Problem",
			"source": "SoG3",
			"page": 31,
			"traits": [
				"exploration",
				"secret"
			],
			"entries": [
				"You spend the day considering a solution to Tenon's problem, speaking to Kawaka and others in town to try to recruit assistance, and then report the results of your work back to Tenon. Attempt a {@dc 22} {@skill Diplomacy} check, a {@dc 24} {@skill lore||Willowshore Lore} check, or a {@dc 24} {@skill Society} check. This activity can only be attempted once, but other PCs can {@action Aid} this attempt by succeeding at a {@dc 20} {@skill Diplomacy}, {@skill Society}, or {@skill lore||Willowshore Lore} check.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The PCs\u2014working with Kawaka, {@creature shou matsuki|SoG1|Old Matsuki}, and several artisans in town\u2014manage to recruit enough support to begin work on shoring up the old farmhouse immediately, ensuring that it will survive the winter. Kawaka and other townsfolk agree to visit Tenon regularly to keep him from getting lonely until a new family can be found to live in the house. Many townsfolk pitch in to help shore up and protect the building from the winter storms yet to come, at no cost to the PCs or the town's security. The PCs earn 120 XP and {@dice 1d4+1} Hope Points.",
						"Success": "As critical success, but the PCs must either spend 400 gp or the town must expend 2 Security Points to ensure the house is protected from the coming winter. The PCs earn 80 XP and 1 Hope Point.",
						"Failure": "As success, but no one in town is interested in spending time with a potentially dangerous and unpredictable spirit, including Kawaka. A PC can commit to keeping Tenon company through the winter by making several lengthy visits to the house as their weekly downtime activity; however, if no PC performs this in a week, his despair takes over. In a fit of frustration, Tenon accidentally damages the slipshod repair work on the house, causing the house to collapse into ruins, killing Tenon permanently. If this occurs, the tragic news costs 1 Hope Point. The PCs earn 40 XP.",
						"Critical Failure": "As failure, but a local offers to keep Tenon company. This local should be someone who recently lost a loved one or friend to a vanishing or death in town\u2014choose an NPC who fits your game's story. Unfortunately, this NPC is only volunteering out of a misplaced sense of obligation and has been more affected by their grief than anyone (including themself) realizes. This NPC's grief compounds with Tenon's,forming a destructive cycle that eventually compels the NPC to burn the house down while they're inside. Reduce Willowshore's population by 1; worse, the tragic end costs {@dice 1d4+1} Hope Points."
					}
				}
			]
		},
		{
			"name": "Prepare for Royalty",
			"source": "SoG3",
			"page": 38,
			"traits": [
				"exploration"
			],
			"entries": [
				"One of the PCs spends 8 hours preparing a chosen site to host {@creature ren mei li|SOG4|Lady Ren}. Other PCs can {@action Aid} this check, but if no PC even attempts the check to prepare, then treat it as if they'd critically failed at this activity. The PC must attempt a {@dc 24} {@skill Crafting}, {@skill Society}, or {@skill lore||Tea Lore} check. This check takes a \u20134 circumstance penalty if the site the PCs choose hasn't been built up over the course of the campaign.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The PCs gain a +1 circumstance bonus to all {@action Influence|GMG} checks during this encounter.",
						"Success": "The PCs prepare the site but had to dip into the stores to get everything set up. Reduce Food Points by 1.",
						"Failure": "As success, but reduce Food Points by {@dice 1d4+1}.",
						"Critical Failure": "As Failure, but the shabby job causes the PCs to take a \u20132 circumstance penalty to all {@action Influence|GMG} checks during this encounter."
					}
				}
			]
		},
		{
			"name": "Repair and Restore",
			"source": "SoG2",
			"page": 9,
			"traits": [
				"downtime",
				"manipulate",
				"preparation|SoG2"
			],
			"entries": [
				"You spend the week cleaning, repairing, and restoring the Cerulean Teahouse. Attempt a {@dc 19} {@skill Crafting}, {@dc 21} {@skill lore||Architecture} or {@skill lore||Labor Lore}, or {@dc 24} {@skill Athletics} check. If you expend 10 gp on resources to help, increase the result of your check by one degree of success. Once the PCs earn a total of 5 Restoration Points, the Cerulean Teahouse is fully restored; they earn 80 XP and 1 Reputation Point with both factions.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You make excellent progress, and the PCs gain 2 Restoration Points.",
						"Success": "You make normal progress, and the PCs gain 1 Restoration Point.",
						"Failure": "You fail to make any progress.",
						"Critical Failure": "Setback! You've accidentally damaged the building, and the PCs lose 1 Restoration Point."
					}
				}
			]
		},
		{
			"name": "Befriend Yami",
			"source": "SoG2",
			"page": 9,
			"traits": [
				"concentrate",
				"downtime",
				"preparation|SoG2"
			],
			"entries": [
				"Yami, the \"local cat\" who returns to the teahouse after hiding in the wild all summer, is initially wary of the PCs and doesn't allow anyone to approach at first. A PC can attempt a {@dc 14} {@skill Nature} check to befriend Yami. Once a PC achieves a Critical Success at Befriending Yami, this preparation activity can no longer be attempted.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "Yami takes a liking to the entire party, but particularly to the PC who rolled this critical success. No further rolls can be attempted to Befriend Yami. At the end of each week, the PC who Yami particularly likes should attempt a DC {@flatDC 11} flat check; on a success, Yami brings that PC a gift (roll on the \"Yami's Gifts\" table below). The PCs earn 80 XP and 1 Hope Point.",
						"Success": "Yami takes a liking to the party and allows people to pet her and hold her, but she remains randomly standoffish.",
						"Failure": "Yami remains wary but isn't chased off.",
						"Critical Failure": "Yami hisses and runs into the wild for several days; you can't attempt to Befriend Yami for the rest of this week or the next week."
					}
				},
				{
					"type": "data",
					"tag": "table",
					"name": "Yami's Gifts",
					"source": "SoG2"
				}
			]
		},
		{
			"name": "Host Ceremony",
			"source": "SoG2",
			"page": 10,
			"traits": [
				"concentrate",
				"downtime",
				"manipulate",
				"preparation|SoG2"
			],
			"requirements": "The Cerulean Teahouse is fully repaired, and you have a functional set of tea ware.",
			"entries": [
				"You spend the week preparing to host a tea ceremony for paying customers, then perform the ceremony for attendees on the last day of the workweek, providing them with tea, light snacks, and scintillating conversation. Spend 10 gp on supplies. If, instead, you spend 100 gp on supplies, treat a failure as a success. Attempt a {@dc 19} {@skill Performance} check or a {@dc 21} {@skill Society} check.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The ceremony is an overwhelming success! You make a bit of money and earn 15 gp. The party gains 2 Hope Points.",
						"Success": "The tea ceremony is a success! The party gains 1 Hope Point.",
						"Failure": "The tea ceremony was disappointing. If another PC attempts to Host Ceremony this week, that attempt suffers a \u20131 circumstance penalty.",
						"Critical Failure": "The ceremony was a disaster. No one can Host Ceremony again this week, and any attempt to Host Ceremony next week suffers a \u20131 circumstance penalty to the check. The party loses 1 Hope Point."
					}
				}
			]
		},
		{
			"name": "Aid Harvest",
			"source": "SoG2",
			"page": 10,
			"traits": [
				"downtime",
				"manipulate",
				"move",
				"preparation|SoG2"
			],
			"entries": [
				"You spend the week helping farmers to harvest grain, rice, fruits, and vegetables, either by working in the fields, providing logistical expertise, or offering insights from your knowledge of the natural world. If the PCs successfully secured the old village expansion north of Willowshore as a supplementary site for last-minute crops in the previous adventure, then all checks to Aid Harvest gain a +1 circumstance bonus, and the first roll in any given week to Aid Harvest is improved by one degree of success. To Aid Harvest, attempt a {@dc 17} {@skill lore||Farming Lore}, {@dc 19} {@skill Athletics}, or {@dc 21} {@skill Nature} check.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "Not only is this week's harvest wildly successful, but supplemental foraging from the nearby wilds brought in even more food. The party gains 2 Food Points.",
						"Success": "The crop harvest is a success, with a fair amount of surplus gathered. The party gains 1 Food Point.",
						"Failure": "The crop yield is unimpressive; it's enough to help feed folks in the short term, but not enough to set aside anything for stores.",
						"Critical Failure": "Disaster! The crop was infested with pests, riddled with fungus, or simply became spoiled. The party loses 1 Food Point."
					}
				}
			]
		},
		{
			"name": "Aid Hunt",
			"source": "SoG2",
			"page": 11,
			"traits": [
				"concentrate",
				"downtime",
				"move",
				"preparation|SoG2"
			],
			"entries": [
				"You spend the week helping hunters and fishers to stalk game, check traps, and catch fish, either by using your skill at woodland survival, providing expert advice, or simply by lending your knowledge of the natural world. Attempt a {@dc 17} {@skill lore||Fishing} or {@skill lore||Hunting Lore}, {@dc 19} {@skill Survival}, or {@dc 21} {@skill Nature} check.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You gather an impressive amount of food while not overhunting the area. The party gains 2 Food Points.",
						"Success": "You catch and secure a fair amount of game and fish, but the area's bounty becomes scarce; no one can Aid Hunt for the rest of the week. The party gains 1 Food Point.",
						"Failure": "You find only a few animals and catch a few fish; it's enough to supplement food for the week, but not enough to build up the town stores.",
						"Critical Failure": "Your attempt to hunt and fish ends in disaster, with poorly managed hunts and overfishing overtaxing the ecosystem\u2014and even worse, some of the fish and game previously gathered is revealed to be infected or spoiled and must be destroyed. No one can Aid Hunt for the rest of the week. The party loses 1 Food Point."
					}
				}
			]
		},
		{
			"name": "Aid Townsfolk",
			"source": "SoG2",
			"page": 12,
			"traits": [
				"downtime",
				"preparation|SoG2"
			],
			"entries": [
				"You spend the week helping the people of Willowshore prepare for winter. This could entail physical labor, such as chopping wood to build up the town's supply of firewood or helping to harvest dead trees or branches to prevent deadfalls. Alternately, you could work to keep the town's workers' spirits up by providing entertainment or helping them to relax after a hard day's work. Finally, you can draw upon your knowledge of Willowshore and its history to remind folks what has and hasn't worked well in previous winters. To Aid Townsfolk, attempt a {@dc 17} {@skill Athletics}, {@dc 19} {@skill lore||Willowshore Lore}, or {@dc 21} {@skill Performance} check.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You've really helped to bolster the town's spirits, and the citizens find your aid to be as inspiring as it is helpful. The party gains 2 Security Points. You can choose instead to gain 1 Security Point and 1 Hope Point.",
						"Success": "Your assistance helps the townsfolk accomplish more than they could've on their own. The party gains 1 Security Point.",
						"Failure": "The work proves to be more complicated, difficult, and tiring than expected. The party gains no Security Points.",
						"Critical Failure": "An unforeseen setback or accident undoes a lot of the work, potentially damaging townsfolk morale. The party loses 1 Security Point. If this is the first time a critical failure was rolled for Aid Townsfolk this week, the party also loses 1 Hope Point."
					}
				}
			]
		},
		{
			"name": "Reinforce Buildings",
			"source": "SoG2",
			"page": 12,
			"traits": [
				"downtime",
				"preparation|SoG2"
			],
			"entries": [
				"You spend the week lending your labors to the efforts to repair and reinforce buildings to prepare for the upcoming winter. Alternately, you could lend your skill at crafting to help direct those efforts or to handle delicate repairs or improvements. Finally, you could use your knowledge to come up with solutions to bolster the town's infrastructure or to suggest unexplored methods of winter preparation. To Reinforce Buildings, attempt a {@dc 17} {@skill lore||Architecture} or {@skill lore||Engineering Lore}, {@dc 19} {@skill Crafting}, or {@dc 21} {@skill Athletics} check.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The work went better than you expected! The party gains 2 Security Points.",
						"Success": "Work proceeds on schedule without any accidents or setbacks. The party gains 1 Security Point.",
						"Failure": "While reinforcements continue, the work has revealed underlying and unexpected damage or other unanticipated repair needs. The party gains no Security Points.",
						"Critical Failure": "An accident hinders progress, be it a collapsing roof, a twisted ankle, or a painful mistake with a tool. The party loses 1 Security point from the damage caused by the accident, and the character who attempted this check must now attempt a {@dc 20} Fortitude saving throw to avoid becoming {@condition enfeebled 1} or {@condition clumsy 1} for 1 week (or until the condition is healed magically); the PC chooses which affliction they gain. If the Fortitude save is a critical failure, the PC gains both conditions."
					}
				}
			]
		},
		{
			"name": "Aid Festival Preparations",
			"source": "SoG2",
			"page": 15,
			"traits": [
				"downtime",
				"preparation|SoG2"
			],
			"entries": [
				"You spend the week helping townsfolk get ready for First Long Night, either by preparing food for the celebration, cleaning and preparing downtown's town square to host the event, or helping to craft outfits and other accessories for locals to wear during the festivities. To Aid Festival Preparations, attempt a {@dc 17} {@skill Lore} (any Food, Games, Labor, or Willowshore), {@dc 19} {@skill Crafting}, or {@dc 21} {@skill Society} check.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "Your time preparing for the festival is not only efficient and helpful, but also highly enjoyable. During First Long Night, you gain a +1 circumstance bonus to all skill checks to resolve the effects of any contests you take part in. The party gains 2 Hope Points.",
						"Success": "Your assistance has helped Willowshore prepare well for First Long Night. The party gains 1 Hope Point.",
						"Failure": "You did your best to assist but weren't able to contribute anything particularly helpful.",
						"Critical Failure": "Your attempts to help backfire, with you getting in the way more than actually providing assistance, spreading frustration through the townsfolk. During First Long Night, you take a \u20131 circumstance penalty to all skill checks to resolve the effects of any contests you take part in as a result of being nervous about making more embarrassing mistakes. The party loses 1 Hope Point."
					}
				}
			]
		},
		{
			"name": "Fight Barn Fire",
			"source": "SoG2",
			"page": 20,
			"traits": [
				"exploration",
				"manipulate",
				"move"
			],
			"entries": [
				"You help fight the fire that threatens to consume Willowshore Stables and, if left untended, that can potentially spread into the rest of town. To fight the fire, attempt a {@dc 19} {@skill Athletics} check to actively fight the flames by joining a bucket brigade or creating fire breaks to contain the fire or a {@dc 21} {@skill Diplomacy} check to organize townsfolk to help them be more efficient about their firefighting techniques. If you have magical spells that might help to fight the fire, you can use them to do so\u2014expend up to three spells that the GM agrees would be helpful in fighting fires, then attempt an {@skill Arcana}, {@skill Nature}, {@skill Occultism}, or {@skill Religion} check (as is appropriate for your spellcasting tradition). The DC of this check is 17 if you used three spells, 19 if you used two, and 21 if you used one.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "Your efforts to fight the fire are enormously helpful. The party gains 2 Victory Points. In addition, your impressive efforts earn the party 1 Hope Point.",
						"Success": "Your firefighting efforts help the townsfolk stem the blaze. The party gains 1 Victory Point.",
						"Failure": "You did your best to assist but weren't able to contribute anything particularly helpful. Worse, you got burned in the process and take {@damage 3d6} fire damage ({@dc 19} basic Reflex save).",
						"Critical Failure": "Disaster! Your attempt to fight the fire caused the flames to spread! Worse, you got badly burned in the process and take {@damage 3d10} fire damage ({@dc 19} basic Reflex save). The party loses 1 Victory Point."
					}
				}
			]
		},
		{
			"name": "Prepare for the Feast",
			"source": "SoG2",
			"page": 22,
			"traits": [
				"exploration",
				"manipulate",
				"move"
			],
			"entries": [
				"You spend time preparing the teahouse for the upcoming feast, either by decorating it in a way the kami will appreciate or by gathering and staging ingredients and resources for the feast. Alternately, you spend time out in town offering prayers and gifts to the local kami to let them know that they've all been invited to the feast. To add to the festive flair, ask each player to describe how their character decorates, prepares, or makes invitations\u2014a PC who comes up with a particularly fun or amusing description can be rewarded with a +1 status bonus to their check at your option.",
				"To decorate the teahouse, attempt a {@dc 17} {@skill lore||Art Lore} or a {@dc 19} {@skill Performance} check. This check's results earn the party Decoration Points.",
				"To prepare for the banquet itself, attempt a {@dc 17} {@skill lore||Food} or {@skill lore||Drink Lore} or a {@dc 19} {@skill Crafting} check. This check's results earn the party Banquet points.",
				"To invite the kami, attempt a {@dc 17} {@skill Religion} or a {@dc 19} {@skill Diplomacy} check. This check's results earn the party Entertainment Points.",
				"If Great Willow has been successfully invited, word spreads. Every check to Prepare Feast after Great Willow is invited gains a +1 circumstance bonus.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The PCs gain 1 point as appropriate for the skill chosen, plus an additional 1 point for any of the three categories.",
						"Success": "The PCs gain 1 point as appropriate for the skill chosen.",
						"Critical Failure": "The PCs lose 1 point as appropriate for the skill chosen."
					}
				}
			]
		},
		{
			"name": "Purify Statue",
			"source": "SoG2",
			"page": 43,
			"traits": [
				"concentrate",
				"exploration"
			],
			"requirements": "All hostile creatures in the encounter area where the statue is located are defeated.",
			"entries": [
				"You spend 10 minutes offering prayers to the statue's guardian spirits, cleaning or repairing damage done to the statue, or removing malignant encrustations and supernatural markings. Attempt a {@dc 20} {@skill Religion} check, a {@dc 22} {@skill Crafting} check, or a {@dc 24} {@skill Thievery} check.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The statue is purified.",
						"Success": "The statue is purified, but as you do so, a weakened blast of pure loathing lashes out as it's driven from the statue. You take {@damage 2d6} mental damage ({@dc 22} basic Will save).",
						"Failure": "The statue remains unpurified. A blast of psychic rage lashes out at you, inflicting {@damage 5d6} mental damage ({@dc 22} basic Will save) to you and anyone who attempted to {@action Aid} your attempt to Purify the Statue.",
						"Critical Failure": "As failure, but {@damage 10d6} mental damage, and no one can attempt to Purify this particular Statue again for 1 hour."
					}
				}
			]
		},
		{
			"name": "Leap",
			"remaster": true,
			"source": "PC1",
			"page": 417,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"move"
			],
			"actionType": {
				"basic": true
			},
			"entries": [
				"You take a short horizontal or vertical jump. Jumping a greater distance requires using the {@skill Athletics} skill for a {@action High Jump|PC1} or {@action Long Jump|PC1}.",
				{
					"type": "list",
					"items": [
						{
							"type": "item",
							"name": "Horizontal",
							"entries": [
								"Jump up to 10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet horizontally if your Speed is at least 30 feet. You land in the space where your Leap ends (meaning you can typically clear a 5-foot gap, or a 10-foot gap if your Speed is 30 feet or more). You can't make a horizontal Leap if your Speed is less than 15 feet."
							]
						},
						{
							"type": "item",
							"name": "Vertical",
							"entries": [
								"Jump up to 3 feet vertically and 5 feet horizontally onto an elevated surface."
							]
						}
					]
				}
			]
		},
		{
			"name": "High Jump",
			"remaster": true,
			"source": "PC1",
			"page": 235,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"actionType": {
				"basic": true
			},
			"entries": [
				"You {@action Stride}, then attempt a DC 30 {@skill Athletics} check to make a jump vertically. If you didn't {@action Stride} at least 10 feet, you automatically fail. This DC might be increased or decreased due to the situation, as determined by the GM.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You {@action Leap|PC1} up to 8 feet vertically and 10 feet horizontally.",
						"Success": "You {@action Leap|PC1} up to 5 feet vertically and 5 feet horizontally.",
						"Failure": "You {@action Leap|PC1} normally.",
						"Critical Failure": "You fall {@condition prone} in your space."
					}
				}
			]
		},
		{
			"name": "Long Jump",
			"remaster": true,
			"source": "PC1",
			"page": 235,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"actionType": {
				"basic": true
			},
			"entries": [
				"You {@action Stride}, then attempt a DC 15 {@skill Athletics} check to make a long jump in the direction you were {@action Stride||Striding}. If you didn't {@action Stride} at least 10 feet, you automatically fail your check. The GM might increase or decrease this DC depending on the situation.",
				{
					"type": "successDegree",
					"entries": {
						"Success": "You {@action Leap|PC1} up to a distance equal to your check result rounded down to the nearest 5 feet. You can't jump farther than your land Speed.",
						"Failure": "You make a normal horizontal {@action Leap|PC1}.",
						"Critical Failure": "You make a normal horizontal {@action Leap|PC1}, then fall and land {@condition prone}."
					}
				}
			]
		},
		{
			"name": "Reposition",
			"remaster": true,
			"alias": [
				"Drag",
				"Pull"
			],
			"source": "PC1",
			"page": 235,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"attack"
			],
			"requirements": "You either have at least one hand free, or you're {@condition grabbed||grabbing} or {@condition restrained||restraining} the target. The target can't be more than one size larger than you.",
			"entries": [
				"You muscle a creature or object around. Attempt an {@skill Athletics} check against the target's Fortitude DC.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You move the creature up to 10 feet. It must remain within your reach during this movement, and you can't move it into or through obstacles.",
						"Success": "You move the target up to 5 feet. It must remain within your reach during this movement, and you can't move it into or through obstacles.",
						"Critical Failure": "The target can move you up to 5 feet as though it successfully Repositioned you."
					}
				}
			],
			"actionType": {
				"basic": true
			}
		},
		{
			"name": "Extract Element",
			"source": "RoE",
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"page": 17,
			"traits": [
				"impulse",
				"kineticist",
				"primal"
			],
			"entries": [
				"You extract elemental matter from a creature's body to weaken it and take its power for your own. Target a creature within 30 feet that has a trait matching one of your kinetic elements or is made of one of your kinetic elements. The target takes {@damage 2d4} damage (with no damage type) and becomes susceptible to your impulses, depending on its Fortitude save against your class DC.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target is unaffected.",
						"Success": "The creature takes half damage, and you add some of its elemental matter to your kinetic aura. Your impulses bypass any immunity the creature has to their elemental trait or traits, and the target takes a \u20131 circumstance penalty to its saves and AC against your impulses. If the target normally has a resistance that would apply to damage from one of your impulses, ignore that resistance; if it normally would be immune to that damage type, it instead has resistance equal to its level to damage from the impulse. You can't target a creature with Extract Element if elemental matter you extracted from it is already in your kinetic aura. These effects last for 5 minutes or until your kinetic aura ends, whichever comes first.",
						"Failure": "As success, but the creature takes full damage.",
						"Critical Failure": "As failure, but the creature takes double damage."
					}
				}
			],
			"footer": {
				"Level (+2)": "The damage increases by {@damage 1d4}."
			}
		},
		{
			"name": "Base Kinesis",
			"source": "RoE",
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"page": 16,
			"traits": [
				"impulse",
				"kineticist",
				"primal"
			],
			"entries": [
				"It's trivial for you to create some of your element or alter a portion of it that already exists. Choose one of your kinetic elements to affect. This impulse has a range of 30 feet, and the Bulk of the target must be negligible or light. The GM decides what Bulk the element is. You can't affect an element that's magical, secured in place (like a stone mortared in a wall), or attended by a creature unwilling to let you.",
				"Choose one of the following options, though the GM might allow you to make similar small alterations. Base Kinesis can't deal damage or cause conditions unless otherwise noted.",
				{
					"type": "list",
					"items": [
						{
							"name": "Generate",
							"type": "item",
							"entries": [
								"You bring an ordinary, non-magical piece of the chosen element from its elemental plane. The element can be used for any of its normal uses. For example, air can be breathed by an air-breathing creature, and fire casts light and can ignite flammable substances."
							]
						},
						{
							"name": "Move",
							"type": "item",
							"entries": [
								"Move an existing piece of the element up to 20 feet in any direction. If you bring it into your space, you can catch it in an open hand. You can Sustain the impulse to keep moving the element."
							]
						},
						{
							"name": "Suppress",
							"type": "item",
							"entries": [
								"You destroy an existing piece of element, such as snuffing out a flame or evaporating water from a cup. This affects only natural forms of the element, not durable, crafted goods like a stone statue, metal lock, or wooden door."
							]
						}
					]
				}
			],
			"footer": {
				"Level (+4)": "The range increases by 15 feet, and the maximum Bulk increases by 1 (allowing Bulk 1 at 5th level)."
			}
		},
		{
			"name": "Elemental Blast",
			"source": "RoE",
			"activity": {
				"number": 1,
				"unit": "varies",
				"entry": "{@as 1} or {@as 2}"
			},
			"page": 15,
			"traits": [
				"attack",
				"impulse",
				"kineticist",
				"primal"
			],
			"entries": [
				"With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier.",
				"The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast.",
				{
					"type": "list",
					"items": [
						{
							"name": "Air",
							"type": "item",
							"entries": [
								"{@damage 1d6} electricity or slashing, 60 feet"
							]
						},
						{
							"name": "Earth",
							"type": "item",
							"entries": [
								"{@damage 1d8} bludgeoning or piercing, 30 feet"
							]
						},
						{
							"name": "Fire",
							"type": "item",
							"entries": [
								"{@damage 1d6} fire, range 60 feet"
							]
						},
						{
							"name": "Metal",
							"type": "item",
							"entries": [
								"{@damage 1d8} piercing or slashing, 30 feet"
							]
						},
						{
							"name": "Water",
							"type": "item",
							"entries": [
								"{@damage 1d8} bludgeoning or cold, 30 feet"
							]
						},
						{
							"name": "Wood",
							"type": "item",
							"entries": [
								"{@damage 1d8} bludgeoning or vitality, 30 feet"
							]
						}
					]
				},
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target takes double damage.",
						"Success": "The target takes full damage."
					}
				}
			],
			"footer": {
				"Level (+4)": "The damage increases by one die."
			}
		},
		{
			"name": "Channel Elements",
			"source": "RoE",
			"page": 15,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"aura",
				"kineticist",
				"primal"
			],
			"requirements": "Your kinetic gate isn't active.",
			"entries": [
				"You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action {@action Elemental Blast|RoE} or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements.",
				"Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates."
			]
		},
		{
			"name": "Grow",
			"source": "TV",
			"page": 165,
			"traits": [
				"rare",
				"downtime",
				"manipulate"
			],
			"entries": [
				"You can grow an item from a living thing, most commonly a plant. You need the {@feat Alchemical Crafting} skill feat to Grow an alchemical item, the {@feat Magical Crafting} skill feat to Grow a magic item, and the {@feat Snare Crafting} feat to Grow a snare. To Grow an item, you must meet the following requirements.",
				{
					"type": "list",
					"items": [
						"The item is your level or lower. An item that doesn't list a level is level 0. If the item is 9th level or higher, you must be a master in {@skill Crafting}, and if it's 16th or higher, you must be legendary. ",
						"You have the formula for the item; see {@quickref Getting Formulas|CRB|1|Formulas} for more information. ",
						"You have an appropriate set of tools for growing the item. While cultivation and gardening tools are typical for plants, you might also use a different technique that requires a different set of tools. For instance, if you play music to help your plants grow, you might use a musical instrument instead. ",
						"You must supply special fertilizers or other magical nutrients worth at least half the item's Price. You always expend at least that quantity of fertilizers and magical nutrients when you Grow successfully. If you're in a settlement, you can usually spend currency to get the amount of magical nutrients you need, except in the case of rarer precious materials. You can also bring them with you in advance or forage for them with a skill like {@skill Lore||Herbalism Lore}, gaining an amount of value based on the rules for {@action Earn Income}."
					]
				},
				"You must spend 4 days at work, at which point you attempt a {@skill Crafting} check. The GM determines the DC to Grow the item based on its level, rarity, and other circumstances. Depending on the specifics of the type of item, it might be easier to Grow than it is to Craft, or vice versa; typically, the GM can represent that by making an easy or hard DC adjustment.",
				"If your attempt to create the item is successful, you expend the fertilizers and other magical nutrients you supplied. You can pay the remaining portion of the item's Price in additional growth accelerants to complete the item immediately, or you can spend additional downtime days cultivating the item. For each additional day taken, reduce the value of the accelerants you need to complete the item. This amount is determined using Core Rulebook {@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 accelerants. If the downtime days you spend are interrupted, you can return to finish the item later, continuing where you left off.",
				"You also have the option to allow the item to grow mostly untended, only stopping to supervise it occasionally, though the pace is much slower without your direct intervention. At the end of each season in which you spent at least 1 day of downtime to Grow the item, roll an additional {@skill Crafting} check and reduce the value of accelerants you need to expend to complete the item by the corresponding amount.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "Your attempt is successful. Each additional day spent Growing reduces the materials needed to complete the item by an amount based on your level + 1 and your proficiency rank in {@skill Crafting}. ",
						"Success": "Your attempt is successful. Each additional day spent Growing reduces the materials needed to complete the item by an amount based on your level and your proficiency rank. ",
						"Failure": "You fail to complete the item. You can salvage the raw materials you supplied for their full value. If you want to try again, you must start over. ",
						"Critical Failure": "You fail to complete the item. You ruin 10% of the fertilizers and nutrients you supplied, but you can salvage the rest. If you want to try again, you must start over."
					}
				}
			]
		},
		{
			"name": "Deconstruct",
			"source": "TV",
			"page": 162,
			"traits": [
				"rare",
				"downtime"
			],
			"entries": [
				"You deconstruct an item to provide the starting point to convert it into a new item. You need the {@feat Alchemical Crafting} skill feat to deconstruct alchemical items and the {@feat Magical Crafting} skill feat to deconstruct magic items.",
				"To Deconstruct an item, you must meet the following requirements.",
				{
					"type": "list",
					"items": [
						"The item is your level or lower. An item that doesn't list a level is level 0. If the item is 9th level or higher, you must be a master in Crafting, and if it's 16th or higher, you must be legendary. ",
						"The item isn't a cursed item, artifact, or other item that is similarly hard to destroy. The item isn't a consumable item. ",
						"The item has a listed Price. ",
						"You must have an appropriate set of tools and, in many cases, a workshop. For example, you need access to a smithy to deconstruct a metal shield or an alchemist's lab to de-concoct alchemical items."
					]
				},
				"At the start of this process, you must decide if you're using the deconstructed item to build a new, similar item, of if you are simply breaking it down for raw ingredients that can be used at a later date for any item. In either case, this activity takes 1 day to perform, but if you're using the item to create a new, similar item, that day can be counted as one of the crafting days for the new item.",
				"At the end of the activity, you must attempt a Crafting check. The GM sets the DC of this check based on the level of the item you are attempting to deconstruct, its rarity, and other circumstances.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "If you are deconstructing the item to make a new, similar item, you can apply 80% of the cost of the deconstructed item to the new item. If you are deconstructing the item for raw materials alone, you can apply 55% of the cost of the deconstructed item to a single new item. In either case, if this is in excess of the new item's cost, the remainder is lost. ",
						"Success": "As critical success, but you can only apply 75% of the deconstructed item's cost to the new similar item and 50% of the deconstructed item's cost to any single item. ",
						"Failure": "You fail to deconstruct the item, wasting your time. You can try again. ",
						"Critical Failure": "You fail to deconstruct the item and damage it in the process. You must either repair it before attempting again, or you can attempt to deconstruct it again but lose 5% of the value of the item."
					}
				}
			]
		},
		{
			"name": "Harvest Heartsliver",
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"source": "LOMM",
			"page": 53,
			"traits": [
				"rare",
				"manipulate"
			],
			"requirements": "You're inside {@creature Kothogaz, Dance of Disharmony|LOMM|Kothogaz}'s body.",
			"entries": [
				"You attempt to steal a section of Kothogaz's heart. Attempt an attack roll or a DC 40 {@skill Acrobatics}, {@skill Athletics}, {@skill Medicine}, {@skill Nature}, {@skill Occultism}, or {@skill Religion} check.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You steal a small disharmonic heartsliver, stow it on your person, and can exit {@creature Kothogaz, Dance of Disharmony|LOMM|Kothogaz}'s body.",
						"Success": "As critical success, but you can't exit.",
						"Failure": "You take Kothogaz's {@ability Swallow Whole} damage.",
						"Critical Failure": "You take double Kothogaz's Swallow Whole damage and are {@condition deafened} by its heartbeat for 1 minute."
					}
				}
			]
		},
		{
			"name": "Craft Disharmonic Instrument",
			"source": "LOMM",
			"page": 53,
			"traits": [
				"rare",
				"downtime",
				"manipulate"
			],
			"requirements": "Legendary in {@skill Crafting}",
			"entries": [
				"You use legendary Vudran techniques to craft a disharmonic instrument that incorporates pieces of {@creature Kothogaz, Dance of Disharmony|LOMM|Kothogaz}'s heart. This is likely a tanpura, but legends mention other instruments and even voice enhancers. A disharmonic instrument is a {@item musical instrument (generic)||virtuoso musical instrument}.",
				"This activity requires seven {@action harvest heartsliver|LOMM|disharmonic heartslivers}, the formula for a disharmonic instrument, 55,000 gp worth of rare materials, and 7 days of work. At the end of the 7 days, attempt a DC 40 Crafting check to {@action Craft}.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You masterfully complete the disharmonic instrument. Holding the instrument grants immunity to {@creature Kothogaz, Dance of Disharmony|LOMM|Kothogaz}'s tympanic heartbeat and many-eyed blight.",
						"Success": "You complete the disharmonic instrument.",
						"Failure": "You don't complete the disharmonic instrument, and you contract many-eyed blight from the heartslivers.",
						"Critical Failure": "As failure, and whenever you're on the same plane as Kothogaz, it can immediately teleport to you with its Disharmonic Door ability."
					}
				}
			]
		},
		{
			"name": "Recenter",
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"source": "DA",
			"page": 201,
			"traits": [
				"concentrate"
			],
			"requirements": "You're in a psychic duel and are trained in the skill matching the psychic center you are changing to.",
			"entries": [
				"You adopt the psychic center matching the emotion of your choice. If you were already psychically centered, you lose your old psychic center when you adopt the new one."
			]
		},
		{
			"name": "Psychic Defense",
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"source": "DA",
			"page": 201,
			"traits": [
				"concentrate",
				"magical"
			],
			"trigger": "Your opponent uses a psychic manifestation against you.",
			"requirements": "You're in a psychic duel and are psychically centered.",
			"entries": [
				"You gain the benefit matching your psychic center against the triggering manifestation. Then your psychic center is expended.",
				{
					"type": "pf2-options",
					"items": [
						{
							"type": "item",
							"name": "Armor of Insight ({@skill Perception})",
							"entries": [
								"Sensing the incoming attack, you make your mind resist psychic harm. You gain resistance equal to half your level (minimum 1) to mental damage against the triggering effect. This resistance is doubled if you're a master in Perception and tripled if you're legendary. "
							]
						},
						{
							"type": "item",
							"name": "Empathic Orbit ({@skill Diplomacy})",
							"entries": [
								"Displaying empathy, you sow doubt in your attacker to diminish their resolve for psychic combat. The opponent is stupefied 1 until the end of their next turn or stupefied 2 if you're legendary in Diplomacy. "
							]
						},
						{
							"type": "item",
							"name": "Ire's Spear ({@skill Intimidation})",
							"entries": [
								"Blazing anger surges in your mind, causing backlash to anyone who harms you. If the manifestation damages you, the opponent takes damage equal to the counteract level of the manifestation it used against you. This damage is doubled if you're a master of Intimidation or tripled if you're legendary. "
							]
						},
						{
							"type": "item",
							"name": "Rational Labyrinth ({@skill Occultism})",
							"entries": [
								"Analytically breaking down the attack, you realign your mind's defenses into a puzzle designed to confound it. You gain a +2 status bonus to your Will save or Will DC, or a +4 status bonus if the effect has the emotion trait. "
							]
						},
						{
							"type": "item",
							"name": "Sensory Phantasm ({@skill Deception})",
							"entries": [
								"Using your guile, you send psychic illusions through your mental link to your foe, making yourself harder to pinpoint. You're concealed against the opponent until the end of its next turn."
							]
						}
					]
				}
			]
		},
		{
			"name": "Exploit Vulnerability",
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"source": "DA",
			"page": 32,
			"traits": [
				"esoterica",
				"manipulate",
				"thaumaturge"
			],
			"frequency": {
				"number": 1,
				"unit": "round"
			},
			"requirements": "You are holding your implement.",
			"entries": [
				"You scour your experiences and learning to identify something that might repel your foe. You retrieve an object from your esoterica with the appropriate supernatural qualities, then use your implement to stoke the remnants of its power into a blaze. Select a creature you can see and attempt an {@skill Lore||Esoteric Lore} check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it. You gain the following effects until you Exploit Vulnerabilities again.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You remember the creature's weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature's resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem's antimagic. You can exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon {@action Strike||Strikes} against the creature also become {@trait magical} if they weren't already.",
						"Success": "You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon {@action Strike||Strikes} against the creature also become {@trait magical} if they weren't already.",
						"Failure": "Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature's personal antithesis. Your unarmed and weapon {@action Strike||Strikes} against the creature also become {@trait magical} if they weren't already.",
						"Critical Failure": "You couldn't remember the right object to use and become distracted while you rummage through your esoterica. You become {@condition flat-footed} until the beginning of your next turn."
					}
				}
			]
		},
		{
			"name": "Intensify Vulnerability",
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"source": "DA",
			"page": 35,
			"traits": [
				"concentrate",
				"divination",
				"esoterica",
				"magical",
				"thaumaturge"
			],
			"prerequisites": "{@action Exploit Vulnerability|DA}",
			"frequency": {
				"number": 1,
				"unit": "round"
			},
			"requirements": "You're benefiting from {@action Exploit Vulnerability|DA}, you can see the subject, and you haven't used {@action Exploit Vulnerability|DA} this round.",
			"entries": [
				"You present your implement and esoterica again, intensifying their effects on the target in a way unique to your implement. You gain the intensified vulnerability benefit from one of the implements you're holding, which lasts until the beginning of your next turn."
			]
		},
		{
			"name": "Amulet's Abeyance",
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"source": "DA",
			"page": 36,
			"traits": [
				"abjuration",
				"magical",
				"manipulate",
				"thaumaturge"
			],
			"trigger": "The target of your {@action Exploit Vulnerability|DA} would damage you or an ally within 15 feet of you.",
			"requirements": "You're holding your {@subclassFeature First Implement and Esoterica|Thaumaturge|DA|amulet|DA|1||amulet implement} and are benefiting from {@action Exploit Vulnerability|DA}.",
			"entries": [
				"You forcefully present your amulet to turn away harm. You or a target ally within 15 feet gain resistance to all damage against the triggering damage. The resistance is equal to 2 + your level."
			]
		},
		{
			"name": "Ring Bell",
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"source": "DA",
			"page": 37,
			"traits": [
				"auditory",
				"emotion",
				"enchantment",
				"magical",
				"manipulate",
				"mental",
				"thaumaturge"
			],
			"trigger": "The target of your {@action Exploit Vulnerability|DA} makes a {@action Strike} or {@action Cast a Spell||Casts a Spell} that would affect you or one of your allies.",
			"requirements": "You are holding your {@subclassFeature First Implement and Esoterica|Thaumaturge|DA|bell|DA|1||bell implement}, and the triggering creature is within 30 feet of you.",
			"entries": [
				"{@subclassFeature First Implement and Esoterica|Thaumaturge|DA|Your|DA|1||Your implement} sings out abruptly, disrupting your foe. The piece played depends on whether the trigger was a Strike or Spell, and it applies to the triggering Strike or Spell, except where noted otherwise.",
				{
					"type": "pf2-options",
					"items": [
						{
							"type": "item",
							"name": "Distracting Cacophony",
							"entries": [
								"The trigger is a spell. You create a musical crash of sonic energy that assails the target and breaks its concentration. The target must succeed at a Fortitude save against your class DC or become {@condition stupefied 1} until the end of your next turn ({@condition stupefied 2} on a critical failure). The target doesn't have to attempt a flat check to avoid losing the triggering spell, but the discordant ring does lower the spell attack roll or spell DC of the triggering spell from {@condition stupefied}."
							]
						},
						{
							"type": "item",
							"name": "Disrupting Harmony",
							"entries": [
								"The trigger is a Strike. You create a strangely discordant harmony that sinks into your foe's mind and throws its movements off. The target must succeed at a Will save against your class DC or become your choice of {@condition enfeebled 1} or {@condition clumsy 1} until the end of your next turn ({@condition enfeebled 2} or {@condition clumsy 2} on a critical failure)."
							]
						}
					]
				}
			]
		},
		{
			"name": "Drink from the Chalice",
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"source": "DA",
			"page": 37,
			"traits": [
				"magical",
				"manipulate",
				"necromancy",
				"thaumaturge"
			],
			"frequency": {
				"number": 1,
				"unit": "round"
			},
			"requirements": "You are holding your {@subclassFeature First Implement and Esoterica|Thaumaturge|DA|chalice|DA|1||chalice implement}.",
			"entries": [
				"You drink from the liquid that slowly collects in your chalice or administer it to an adjacent ally. The drinker chooses whether to take a small sip or to drain the contents.",
				{
					"type": "pf2-options",
					"noColon": true,
					"items": [
						{
							"type": "item",
							"name": "Sip",
							"entries": [
								"A sip grants the drinker an amount of temporary Hit Points equal to 2 + half your level that last until the end of your next turn."
							]
						},
						{
							"type": "item",
							"name": "Drain",
							"traits": [
								"healing",
								"positive"
							],
							"entries": [
								"Drinking deep instead heals the drinker 3 Hit Points for each level you have. After the chalice is drained, it's left with only its slowly collecting dregs; the chalice can't be drained again, though it can still be sipped from. If 10 minutes pass without anyone drinking from the chalice, it refills itself and can be drained again. If the drinker has {@ability negative healing|b2}, it can still heal in this way, and the effect has the {@trait negative} trait instead of {@trait healing} and {@trait positive}."
							]
						}
					]
				}
			]
		},
		{
			"name": "Mirror's Reflection",
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"source": "DA",
			"page": 39,
			"traits": [
				"illusion",
				"magical",
				"manipulate",
				"thaumaturge"
			],
			"requirements": "You're holding your {@subclassFeature First Implement and Esoterica|Thaumaturge|DA|mirror|DA|1||mirror implement}.",
			"entries": [
				"You reflect an illusory image of yourself into another unoccupied space within 15 feet that you can see. You are treated as being in both spaces until the start of your next turn. For example, you can attack, Seek, and provide flanking\u2014even with yourself. You occupy both spaces.",
				"Your mirror self mimics your actions exactly, but any effects you generate come from only one of your positions; you decide which each time you act. For example, if you made a melee Strike against a creature within reach of the reflection, you'd mime the actions of the Strike, but only the reflection would actually make the Strike. Anything that targets or would affect your reflection affects you and uses your statistics. Something that would target or affect both of you affects you only once. For example, a fireball that included both of you in its area would require only one save from you and damage you no more than once. When you move, you choose which square to move from, but the mirror effect ends (see below).",
				"Some events force you to determine which image is the real you, and then end the effect and cause your mirror self to disappear; this happens automatically at the start of your next turn. It also happens if you choose to move out of your space. Other benefits of {@subclassFeature First Implement and Esoterica|Thaumaturge|DA|this|DA|1||this implement} add more events that can end the reflection. The effect also ends when you fall unconscious, at which point you decide which version is truly you."
			]
		},
		{
			"name": "Fling Magic",
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"source": "DA",
			"page": 41,
			"traits": [
				"concentrate",
				"evocation",
				"magical",
				"manipulate",
				"thaumaturge"
			],
			"requirements": "You are holding your {@subclassFeature First Implement and Esoterica|Thaumaturge|DA|wand|DA|1||wand implement}.",
			"entries": [
				"You fling magical energy at a target within 60 feet, dealing damage equal to {@damage 1d4} + your Charisma modifier to the target, with a basic Reflex save against your class DC. The damage is of the type you selected when you gained your {@subclassFeature First Implement and Esoterica|Thaumaturge|DA|wand|DA|1||wand implement}. At 3rd level and every 2 levels thereafter, the damage increases by {@scaledamage 1d4|1-10|1d4}.",
				"You can expend more energy than usual to boost the effect of Fling Magic, dealing {@scaledamage 1d6|1-10|d6}s of damage instead of {@damage d4}s. After you do so, the wand takes {@dice 1d4} rounds to recharge, during which you can't boost the wand's damage but can continue to Fling Magic normally. If you critically hit with a {@action Strike}, your wand recharges immediately as it draws in power from the clash."
			],
			"special": [
				"This activity has the trait corresponding to the damage type you selected."
			]
		},
		{
			"name": "Implement's Interruption",
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"source": "DA",
			"page": 41,
			"traits": [
				"evocation",
				"magical",
				"thaumaturge"
			],
			"trigger": "The target of your {@action Exploit Vulnerability|DA} uses a {@trait concentrate}, {@trait manipulate}, or {@trait move} action, or leaves a square during a move action it's using.",
			"requirements": "You're holding your {@subclassFeature First Implement and Esoterica|Thaumaturge|DA|weapon|DA|1||weapon implement} and are benefiting from {@action Exploit Vulnerability|DA} against a creature. The creature must be within your reach if you're wielding a melee weapon, or within 10 feet if you're wielding a ranged weapon.",
			"entries": [
				"Your weapon senses a moment of weakness and guides your hand to strike down a foe. Make a {@action Strike} against the triggering creature with your {@subclassFeature First Implement and Esoterica|Thaumaturge|DA|weapon|DA|1||weapon implement}. If your attack is a critical hit, you disrupt the triggering action. This {@action Strike} doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this {@action Strike}."
			]
		},
		{
			"name": "Fade Into Daydreams",
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"source": "DA",
			"page": 16,
			"traits": [
				"illusion",
				"psyche",
				"psychic"
			],
			"entries": [
				"Your flights of imagination spill into the real world, causing you to become indistinct, hazy, or cloaked in figments. You become {@condition concealed} until the start of your next turn. This concealment can't be used to {@action Hide}, as normal for concealing effects that leave your location obvious."
			]
		},
		{
			"name": "Calculate Threats",
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"source": "DA",
			"page": 16,
			"traits": [
				"mental",
				"psyche",
				"psychic"
			],
			"entries": [
				"Your subconscious automatically calculates vectors and forces when your mind is unleashed, showing you the likely path of incoming attacks to avoid. You gain a +2 circumstance bonus to AC and Reflex saves until the beginning of your next turn."
			]
		},
		{
			"name": "Recall the Teachings",
			"source": "DA",
			"page": 15,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"divination",
				"occult",
				"psyche",
				"psychic"
			],
			"entries": [
				"The heightened power of your psyche lets you recall every lesson you've ever learned. You search your mind for the right teaching, which at first seems cryptic but comes into clarity when it's most relevant. Until the start of your next turn, you count as having prepared to {@action Aid} all allies within 30 feet of you. If you use the {@action Aid} reaction to help one of them during that time, you roll an {@skill Occultism} check for {@action Aid} as you recall a lesson to help them. Most lessons take the form of short axioms, parables, or sayings, meaning that conveying them to your ally usually grants your {@action Aid} reaction the {@trait auditory} and {@trait linguistic} traits."
			]
		},
		{
			"name": "Restore the Mind",
			"source": "DA",
			"page": 15,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"emotion",
				"enchantment",
				"healing",
				"mental",
				"psyche",
				"psychic"
			],
			"entries": [
				"Your unleashed psyche gives you closer connections to the emotions of your allies, letting you project reassurance and strength that replenishes their mind and body. Choose one of the two benefits to grant one ally within 30 feet that you can see. That ally is then temporarily immune for 10 minutes.",
				{
					"type": "list",
					"items": [
						"The ally gains a +1 status bonus to saving throws against {@trait mental} effects until your psyche ends.",
						"The ally regains Hit Points equal to 2 + double your level."
					]
				}
			]
		},
		{
			"name": "Unleash Psyche",
			"source": "DA",
			"page": 12,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"traits": [
				"psychic"
			],
			"actionType": {
				"class": [
					"psychic|DA"
				]
			},
			"requirements": "You're in an encounter, you {@spell Cast a Spell} on your previous turn, and you aren't {@condition stupefied}.",
			"trigger": "Your turn begins.",
			"entries": [
				"You call on the depths of your mind and let psychic power flood through. Your Psyche remains Unleashed for 2 rounds or until your fall unconscious, whichever comes first. You can't voluntarily quell your unleashed psyche. While your Psyche is Unleashed, the following effects occur.",
				{
					"type": "list",
					"items": [
						"You're constantly surrounded by the visual manifestation of your psychic magic.",
						"When you cast a damaging spell, you gain a status bonus to its damage equal to double the spell's level. This applies only to spells that don't have a duration and that you cast using psychic spellcasting.",
						"You can use actions that have the psyche trait."
					]
				},
				"After your unleashed psyche subsides, your mind must recover from the strain of channeling its full power. You can't use Unleash Psyche again for 2 rounds, and you're {@condition stupefied 1} for 2 rounds."
			]
		},
		{
			"name": "Accidental Shot",
			"source": "G&G",
			"page": 142,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"traits": [
				"fortune"
			],
			"actionType": {
				"archetype": [
					"Unexpected Sharpshooter|G&G"
				]
			},
			"frequency": {
				"unit": "day",
				"number": 1
			},
			"entries": [
				"You make a {@action Strike} with a ranged weapon, rolling the attack and damage twice and using the better results for each. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being {@condition concealed} or {@condition hidden}."
			]
		},
		{
			"name": "Act Together",
			"source": "SoM",
			"page": 53,
			"activity": {
				"number": 1,
				"unit": "varies",
				"entry": "{@as 1} to {@as 3}"
			},
			"traits": [
				"summoner",
				"tandem"
			],
			"actionType": {
				"class": [
					"summoner|SoM"
				]
			},
			"frequency": {
				"unit": "round",
				"number": 1
			},
			"entries": [
				"You and your eidolon act as one. Either you or your eidolon takes an action or activity using the same number of actions as Act Together, and the other takes a single action.",
				"For example, if you spent 2 actions to Act Together, you could cast {@spell burning hands} (2 actions) and your eidolon could {@action Strike} (1 action), or your eidolon could use its Breath Weapon (2 actions) and you could {@action Stride} (1 action).",
				"This lets you each use separate exploration activities like {@action Avoid Notice} as you travel (Core Rulebook 496)."
			]
		},
		{
			"name": "Activate an Item",
			"source": "CRB",
			"page": 532,
			"activity": {
				"number": 1,
				"unit": "varies",
				"entry": "Varies"
			},
			"actionType": {
				"basic": true
			},
			"requirements": "You can Activate an Item with the {@trait invested} trait only if it's invested by you. If the item requires you to {@action Interact} with it, you must be wielding it (if it's a held item) or touching it with a free hand (if it's another type of item).",
			"entries": [
				"You call forth the effect of an item by properly activating it. This is a special activity that takes a variable number of actions, as listed in the item's stat block.",
				"Some items can be activated as a reaction or free action. In this case, you Activate the Item as a reaction or free action (as appropriate) instead of as an activity. Such cases are noted in the item's Activate entry in its stat block\u2014for example, \"{@b Activate} {@as R} command.\"",
				"{@b Long Activation Times} Some items take minutes or hours to activate. The Activate an Item activity for these items includes a mix of the listed activation components, but it's not necessary to break down which one you're providing at a given time. You can't use other actions or reactions while activating such an item, though at the GM's discretion, you might be able to speak a few sentences. As with other activities that take a long time, these activations have the {@trait exploration} trait, and you can't activate them in an encounter. If combat breaks out while you're activating one, your activation is disrupted (see the Disrupting Activations sidebar).",
				"{@b Activation Components} Each activation entry lists any components involved in the activation after the action icons or text, such as \"{@as 1} command.\" The activation components, described below, add traits (listed in parentheses) and requirements to the activation. If you can't provide the components, you fail to Activate the Item.",
				{
					"type": "list",
					"items": [
						"Command ({@trait auditory}, {@trait concentrate})",
						"Envision ({@trait concentrate})",
						"{@action Interact} ({@trait manipulate})",
						"{@action Cast a Spell|CRB}"
					]
				}
			],
			"info": [
				"Some items produce their effects only when used properly in the moment. Others always offer the same benefits as their mundane counterparts when worn, but have magical abilities you can gain by further spending actions. Either case requires you to use the Activate an Item activity.",
				"Activating an Item works much like {@action Cast a Spell||Casting a Spell}, in that the activity takes a variable number of actions and can have different components depending on how you Activate the Item. This information appears in the item's Activate entry.",
				"If an item is used up when activated, as is the case for consumable items, its Activate entry appears toward the top of the stat block. For permanent items with activated abilities, the Activate entry is a paragraph in the description.",
				"Activations are not necessarily magical\u2014for instance, drinking an alchemical elixir isn't usually a magical effect.",
				{
					"type": "pf2-brown-box",
					"page": 532,
					"name": "DISRUPTING ACTIVATIONS",
					"entries": [
						"Some abilities and effects can disrupt the process of {@action Activate an Item||Activating an Item}. If something disrupts your item activation, you fail to Activate the Item and lose the actions you committed. If the item can be activated only a certain number of times per day, the failed activation still counts against that limit. If an item requires you to spend actions to Sustain an Activation and one of those actions is disrupted, the item's effect ends."
					]
				},
				{
					"type": "pf2-h3",
					"page": 533,
					"name": "Activation Components",
					"entries": [
						"An item's activate entry lists the components required to activate its abilities. Each component adds certain traits to the Activate an Item activity, and some components have special requirements. The components that appear in this book are listed below."
					]
				},
				{
					"type": "pf2-h4",
					"page": 533,
					"name": "Command",
					"entries": [
						"This component is a specific utterance you must make in a loud and strong voice. Activate an Item gains the auditory and {@trait concentrate}s. You must be able to speak to provide this component."
					]
				},
				{
					"type": "pf2-h4",
					"page": 533,
					"name": "Envision",
					"entries": [
						"This component is a specific image or phenomenon you need to imagine. Activate an Item gains the {@trait concentrate}."
					]
				},
				{
					"type": "pf2-h4",
					"page": 533,
					"name": "Interact",
					"entries": [
						"This component works like the Interact basic action.",
						"Activate an Item gains the manipulate trait and requires you to use your hands, just like with any Interact action."
					]
				},
				{
					"type": "pf2-h4",
					"page": 533,
					"name": "Cast a Spell",
					"entries": [
						"If an item lists \"{@action Cast a Spell}\" after \"Activate,\" the activation requires you to use the {@action Cast a Spell} activity (described on page 302) to Activate the Item. This happens when the item replicates a spell. You must have a spellcasting class feature to Activate an Item with this activation component.",
						"If the item can be used for a specific spell, the action icon for that spell is provided. If it's an item like a staff, which can be used for many spells, the icon is omitted, and you must refer to each spell to determine which actions you must spend to Activate the Item to cast it.",
						"In this case, Activate an Item gains all the traits from the relevant components of the {@action Cast a Spell} activity."
					]
				},
				{
					"type": "pf2-h3",
					"page": 533,
					"name": "Limited Activations",
					"entries": [
						"Some items can be activated only a limited number of times per day, as described in the items. This limit is independent of any costs for activating the item. The limit resets during your daily preparations. The limit is inherent to the item, so if an ability that can be used only once per day is used, it doesn't refresh if another creature later invests or tries to activate the item."
					]
				},
				{
					"type": "pf2-h3",
					"page": 533,
					"name": "Sustaining Activations",
					"entries": [
						"Some items, once activated, have effects that can be sustained if you concentrate on them. This works much"
					]
				},
				{
					"type": "pf2-h3",
					"page": 534,
					"name": "Dismissing Activations",
					"entries": [
						"Some item effects can be dismissed, ending the duration early due to you or the target taking action. Dismissing an activation requires using the Dismiss action."
					]
				}
			]
		},
		{
			"name": "Administer First Aid",
			"source": "CRB",
			"page": 248,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"traits": [
				"manipulate"
			],
			"actionType": {
				"basic": true,
				"skill": {
					"untrained": [
						"medicine"
					]
				}
			},
			"requirements": "You are holding {@item healer's tools|CRB}, or you are wearing them and have a hand free.",
			"entries": [
				"You perform first aid on an adjacent creature that is {@condition dying|CRB} or bleeding. If a creature is both {@condition dying|CRB} and bleeding, choose which ailment you're trying to treat before you roll. You can Administer First Aid again to attempt to remedy the other effect.",
				{
					"type": "list",
					"items": [
						"{@b Stabilize} Attempt a {@skill Medicine} check on a creature that has 0 Hit Points and the {@condition dying|CRB} condition. The DC is equal to 5 + that creature's recovery roll DC (typically 15 + its dying value).",
						"{@b Stop Bleeding} Attempt a {@skill Medicine} check on a creature that is taking {@condition persistent damage|CRB|persistent bleed damage}, giving them a chance to make another flat check to remove the {@condition persistent damage|CRB}. The DC is usually the DC of the effect that caused the bleed."
					]
				},
				{
					"type": "successDegree",
					"entries": {
						"Success": "If you're trying to stabilize, the creature loses the {@condition dying|CRB} condition (but remains {@condition unconscious|CRB}). If you're trying to stop bleeding, the creature attempts a flat check to end the bleeding.",
						"Critical Failure": "If you were trying to stabilize, the creature's {@condition dying|CRB} value increases by 1. If you were trying to stop bleeding, it immediately takes an amount of damage equal to its {@condition persistent damage|CRB|persistent bleed damage}."
					}
				}
			]
		},
		{
			"name": "Affix a Fulu",
			"source": "SoM",
			"page": 158,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"manipulate"
			],
			"actionType": {
				"basic": true
			},
			"entries": [
				"You affix a {@filter fulu|items||General=Fulu} to an armor, weapon, shield, creature, or structure that's beside or in the same square as you. A creature can remove a fulu from itself or an unattended object in its reach with a single action."
			]
		},
		{
			"name": "Affix a Talisman",
			"source": "CRB",
			"page": 565,
			"traits": [
				"exploration",
				"manipulate"
			],
			"actionType": {
				"basic": true
			},
			"requirements": "You must use a {@item repair kit}.",
			"entries": [
				"You spend 10 minutes affixing a talisman to an item, placing the item on a stable surface and using the {@item repair kit} with both hands. You can also use this activity to remove a talisman. Attaching more than one talisman to an item deactivates all the talismans. They must be removed and re-affixed before they can be used again."
			]
		},
		{
			"name": "Aid",
			"alias": [
				"Help"
			],
			"source": "CRB",
			"page": 470,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"actionType": {
				"basic": true
			},
			"trigger": "An ally is about to use an action that requires a skill check or attack roll.",
			"requirements": "The ally is willing to accept your aid, and you have prepared to help (see below).",
			"entries": [
				"You try to help your ally with a task. To use this reaction, you must first prepare to help, usually by using an action during your turn. You must explain to the GM exactly how you're trying to help, and they determine whether you can Aid your ally.",
				"When you use your Aid reaction, attempt a skill check or attack roll of a type decided by the GM. The typical DC is 20, but the GM might adjust this DC for particularly hard or easy tasks. The GM can add any relevant traits to your preparatory action or to your Aid reaction depending on the situation, or even allow you to Aid checks other than skill checks and attack rolls.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You grant your ally a +2 circumstance bonus to the triggering check. If you're a master with the check you attempted, the bonus is +3, and if you're legendary, it's +4.",
						"Success": "You grant your ally a +1 circumstance bonus to the triggering check.",
						"Critical Failure": "Your ally takes a \u20131 circumstance penalty to the triggering check."
					}
				}
			]
		},
		{
			"name": "Envenom",
			"source": "LOIL",
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"actionType": {
				"ancestry": [
					"Vishkanya|LOIL"
				]
			},
			"traits": [
				"manipulate"
			],
			"frequency": {
				"number": 1,
				"unit": "day"
			},
			"entries": [
				"Through use of either saliva or blood, you use your innate toxins to apply vishkanyan venom to your weapon or a piece of ammunition. To use your blood, you must be injured, or you can deal 1 slashing damage to yourself as part of the action. The vishkanyan venom remains potent until the end of your next turn, or until you expend it as normal for an injury poison by either hitting a target or critically failing an attack roll.",
				{
					"type": "affliction",
					"savingThrow": "Fortitude",
					"name": "Minor Vishkanyan Venom",
					"traits": [
						"injury",
						"poison"
					],
					"maxDuration": "6 rounds",
					"stages": [
						{
							"stage": 1,
							"entry": "{@damage 1d4} poison damage",
							"duration": "1 round"
						},
						{
							"stage": 2,
							"entry": "{@damage 1d4} poison damage",
							"duration": "1 round"
						},
						{
							"stage": 3,
							"entry": "{@damage 1d4} poison damage",
							"duration": "1 round"
						}
					]
				}
			]
		},
		{
			"name": "Venom Draw",
			"source": "LOIL",
			"page": 60,
			"actionType": {
				"ancestry": [
					"Vishkanya|LOIL"
				],
				"heritage": [
					"Keen-Venom|LOIL"
				]
			},
			"requirements": "Your {@action Envenom|LOIL} action hasn't been expended.",
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"entries": [
				"You quickly envenom poisonous saliva on your weapon as you draw it. {@action Interact} to draw a weapon, and then {@action Envenom|LOIL} it. This uses up your daily use of {@action Envenom|LOIL}."
			]
		},
		{
			"name": "Raise Neck",
			"source": "LOIL",
			"page": 48,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"actionType": {
				"ancestry": [
					"Nagaji|LOIL"
				],
				"heritage": [
					"Whipfang|LOIL"
				]
			},
			"entries": [
				"You raise your head into a striking position. The fangs {@action Strike} granted by your nagaji ancestry gains a reach of 10 feet until the end of your turn."
			]
		},
		{
			"name": "Wicked Thorns",
			"source": "LOIL",
			"page": 37,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"actionType": {
				"ancestry": [
					"Ghoran|LOIL"
				],
				"heritage": [
					"Thorned|LOIL"
				]
			},
			"trigger": "You're hit with an unarmed {@action Strike} or a {@action Strike} with a non-reach melee weapon.",
			"frequency": {
				"number": 1,
				"unit": "day"
			},
			"entries": [
				"Several of your thorns break off and hook into your attacker's body. You deal {@damage 1d8} piercing damage to the triggering creature. It attempts a basic Reflex save against the higher of your class DC or spell DC. On a critical failure, the creature also takes {@damage 1d4} {@condition persistent damage||persistent bleed damage} as your thorns embed in its flesh. At 3rd level, and every 2 levels thereafter, this damage increases by {@scaledice 2d8|2-9|1d8}, and the {@condition persistent damage||persistent piercing damage} increases by {@scaledice 2|2-9|1}."
			]
		},
		{
			"name": "Anadi Venom",
			"source": "LOME",
			"page": 103,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"actionType": {
				"ancestry": [
					"Anadi|LOME"
				],
				"heritage": [
					"Venomous|LOME"
				]
			},
			"frequency": {
				"special": "a number of times per day equal to your level"
			},
			"entries": [
				"You envenom your fangs. If the next fangs {@action Strike} you make before the end of your turn hits and deals damage, the {@action Strike} deals an additional {@damage 1d6} poison damage. On a critical failure, the poison is wasted as normal. At 12th level, this poison damage increases to {@damage 2d6}."
			]
		},
		{
			"name": "Arcane Cascade",
			"source": "SoM",
			"page": 38,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"concentrate",
				"magus",
				"stance"
			],
			"actionType": {
				"class": [
					"magus|SoM"
				]
			},
			"requirements": "You used your most recent action to {@action Cast a Spell} or make a {@action Spellstrike|SoM}.",
			"entries": [
				"You divert a portion of the spell's magical power and keep it cycling through your body and weapon using specialized forms, breathing, or footwork. While you're in the stance, your melee {@action Strike||Strikes} deal 1 extra damage. This damage increases to 2 if you have weapon specialization and 3 if you have greater weapon specialization. Any Strike that benefits from this damage gains the arcane trait, making it magical.",
				"If your most recent spell before entering the stance was one that can deal damage, the damage from the stance is the same type that spell could deal (or one type of your choice if the spell could deal multiple types of damage). If the spell couldn't deal damage, this stance's bonus damage depends on the spell's school.",
				{
					"type": "list",
					"items": [
						"{@b Abjuration or Evocation} force",
						"{@b Conjuration or Transmutation} same type as your weapon or unarmed attack",
						"{@b Divination, Enchantment, or Illusion} mental",
						"{@b Necromancy} negative"
					]
				}
			]
		},
		{
			"name": "Arrest a Fall",
			"source": "CRB",
			"page": 472,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"actionType": {
				"basic": true
			},
			"trigger": "You fall.",
			"requirements": "You have a fly Speed.",
			"entries": [
				"You attempt an {@skill Acrobatics} check to slow your fall. The DC is typically 15, but it might be higher due to air turbulence or other circumstances.",
				{
					"type": "successDegree",
					"entries": {
						"Success": "You fall gently, taking no damage from the fall."
					}
				}
			]
		},
		{
			"name": "Attack of Opportunity",
			"source": "CRB",
			"page": 474,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"actionType": {
				"class": [
					"fighter"
				]
			},
			"trigger": "A creature within your reach uses a {@trait manipulate} action or a {@trait move} action, makes a ranged attack, or leaves a square during a move action it's using.",
			"entries": [
				"You lash out at a foe that leaves an opening. Make a melee {@action Strike|CRB} against the triggering creature. If your attack is a critical hit and the trigger was a {@trait manipulate} action, you disrupt that action. This {@action Strike|CRB} doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this {@action Strike|CRB}."
			]
		},
		{
			"name": "Automaton Aim",
			"source": "G&G",
			"page": 39,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"actionType": {
				"ancestry": [
					"Automaton|G&G"
				],
				"heritage": [
					"Sharpshooter Automaton|G&G"
				]
			},
			"entries": [
				"You steady your body and observe the events of the battlefield to maximize the range of your next shot. You reduce the penalty for firing into your weapon's second range increment from \u20132 to 0 for the next ranged attack you make this turn. You can use this action a second time in the same turn to reduce the penalty from firing into your weapon's third range increment from \u20134 to 0 for the next ranged attack you make this turn."
			]
		},
		{
			"name": "Avert Gaze",
			"source": "CRB",
			"page": 472,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"actionType": {
				"basic": true
			},
			"entries": [
				"You avert your gaze from danger. You gain a +2 circumstance bonus to saves against visual abilities that require you to look at a creature or object, such as a medusa's petrifying gaze. Your gaze remains averted until the start of your next turn."
			]
		},
		{
			"name": "Avoid Notice",
			"source": "CRB",
			"page": 479,
			"traits": [
				"exploration"
			],
			"actionType": {
				"basic": true
			},
			"entries": [
				"You attempt a {@skill Stealth} check to avoid notice while traveling at half speed. If you have the {@feat Swift Sneak|CRB} feat, you can move at full Speed rather than half, but you still can't use another exploration activity while you do so. If you have the {@feat Legendary Sneak|CRB} feat, you can move at full Speed and use a second exploration activity. If you're Avoiding Notice at the start of an encounter, you usually roll a {@skill Stealth} check instead of a {@skill Perception} check both to determine your initiative and to see if the enemies notice you (based on their {@skill Perception} DCs, as normal for {@action Sneak|CRB}, regardless of their initiative check results)."
			]
		},
		{
			"name": "Balance",
			"source": "CRB",
			"page": 240,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"move"
			],
			"actionType": {
				"basic": true,
				"skill": {
					"untrained": [
						"acrobatics"
					]
				}
			},
			"requirements": "You are in a square that contains a narrow surface, uneven ground, or another similar feature.",
			"entries": [
				"You move across a narrow surface or uneven ground, attempting an {@skill Acrobatics} check against its Balance DC. You are {@condition flat-footed|CRB} while on a narrow surface or uneven ground.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You move up to your Speed.",
						"Success": "You move up to your Speed, treating it as {@quickref difficult terrain||3|terrain} (every 5 feet costs 10 feet of movement).",
						"Failure": "You must remain stationary to keep your balance (wasting the action) or you fall. If you fall, your turn ends.",
						"Critical Failure": "You fall and your turn ends."
					}
				}
			],
			"info": [
				{
					"type": "pf2-sample-box",
					"name": "Sample Balance Tasks",
					"entries": [
						{
							"type": "list",
							"style": "list-hang-notitle",
							"items": [
								{
									"type": "item",
									"name": "Untrained",
									"entry": "tangled roots, uneven cobblestones"
								},
								{
									"type": "item",
									"name": "Trained",
									"entry": "wooden beam"
								},
								{
									"type": "item",
									"name": "Expert",
									"entry": "deep, loose gravel"
								},
								{
									"type": "item",
									"name": "Master",
									"entry": "tightrope, smooth sheet of ice"
								},
								{
									"type": "item",
									"name": "Legendary",
									"entry": "razor's edge, chunks of floor falling in midair"
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Barbed Quills",
			"source": "LOME",
			"page": 123,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"actionType": {
				"ancestry": [
					"Shisk|LOME"
				],
				"heritage": [
					"Quillcoat|LOME"
				]
			},
			"frequency": {
				"unit": "day",
				"number": 1
			},
			"trigger": "You are hit with an unarmed strike or a strike with a non-reach melee weapon.",
			"entries": [
				"You break off quills in your attacker's flesh. You deal {@damage 1d8} piercing damage to the triggering creature (basic Reflex save using your class DC or spell DC, whichever is higher.) On a critical failure, the creature also takes {@damage 1d4} {@condition persistent damage||persistent bleed damage} as your quills hook into its flesh. At 3rd level, and every 2 levels thereafter, this damage increases by {@damage 1d8} and the {@condition persistent damage||persistent piercing damage} increases by 1."
			]
		},
		{
			"name": "Board",
			"source": "GMG",
			"page": 175,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"move"
			],
			"actionType": {
				"variantrule": [
					"Vehicles|GMG"
				]
			},
			"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."
			]
		},
		{
			"name": "Borrow an Arcane Spell",
			"source": "CRB",
			"page": 241,
			"traits": [
				"concentrate",
				"exploration"
			],
			"actionType": {
				"basic": true,
				"skill": {
					"trained": [
						"arcana"
					]
				}
			},
			"entries": [
				"If you're an arcane spellcaster who prepares from a spellbook, you can attempt to prepare a spell from someone else's spellbook. The GM sets the DC for the check based on the spell's level and rarity; it's typically a bit easier than {@action Learn a Spell|CRB|Learning the Spell}.",
				{
					"type": "successDegree",
					"entries": {
						"Success": "You prepare the borrowed spell as part of your normal spell preparation.",
						"Failure": "You fail to prepare the spell, but the spell slot remains available for you to prepare a different spell. You can't try to prepare this spell until the next time you prepare spells."
					}
				}
			]
		},
		{
			"name": "Bribe Contact",
			"source": "GMG",
			"page": 163,
			"traits": [
				"downtime",
				"secret"
			],
			"actionType": {
				"variantrule": [
					"Infiltration|GMG"
				]
			},
			"cost": "A bribe worth at least one-tenth of the Currency per Additional PC listed on {@table Party Treasure by Level|CRB|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."
					}
				}
			]
		},
		{
			"name": "Bullying Press",
			"source": "GMG",
			"page": 167,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"traits": [
				"flourish"
			],
			"actionType": {
				"variantrule": [
					"Duels|GMG"
				]
			},
			"trigger": "You attempt a melee {@action 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 {@condition frightened 1}. If your opponent is using {@skill Perception} for initiative when this ability is used, they become {@condition frightened 2} instead."
			]
		},
		{
			"name": "Burrow",
			"source": "CRB",
			"page": 472,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"move"
			],
			"actionType": {
				"basic": true
			},
			"requirements": "You have a burrow Speed",
			"entries": [
				"You dig your way through dirt, sand, or a similar loose material at a rate up to your burrow Speed. You can't burrow through rock or other substances denser than dirt unless you have an ability that allows you to do so."
			]
		},
		{
			"name": "Call on Ancient Blood",
			"source": "CRB",
			"page": 35,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"actionType": {
				"ancestry": [
					"Dwarf"
				],
				"heritage": [
					"Ancient-Blooded"
				]
			},
			"trigger": "You attempt a saving throw against a {@trait magical} effect, but you haven't rolled yet.",
			"entries": [
				"Your ancestors' innate resistance to magic surges, before slowly ebbing down. You gain a +1 circumstance bonus until the end of this turn. This bonus also applies to the triggering save."
			]
		},
		{
			"name": "Call to Axis",
			"source": "LOME",
			"page": 107,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"traits": [
				"fortune"
			],
			"actionType": {
				"ancestry": [
					"Conrasu|LOME"
				],
				"heritage": [
					"Rite of Knowing|LOME"
				]
			},
			"frequency": {
				"unit": "day",
				"number": 1
			},
			"trigger": "You are about to attempt a check to {@action Recall Knowledge}.",
			"entries": [
				"You call upon the knowledge of Axis to ensure the accuracy of your information. You roll a second time and use the higher result. If you roll a critical failure, you get a failure instead. If you roll a success, you get a critical success instead."
			]
		},
		{
			"name": "Cast a Spell",
			"source": "CRB",
			"page": 302,
			"activity": {
				"number": 1,
				"unit": "varies",
				"entry": "Varies"
			},
			"actionType": {
				"basic": true
			},
			"entries": [
				"You {@action Cast a Spell} you have prepared or in your repertoire. {@action Cast a Spell||Casting a Spell} is a special activity that takes a variable number of actions depending on the spell, as listed in each spell's stat block. As soon as the spellcasting actions are complete, the spell effect occurs.",
				"Some spells are cast as a reaction or free action. In those cases, you {@action Cast a Spell||Cast the Spell} as a reaction or free action (as appropriate) instead of as an activity. Such cases will be noted in the spell's stat block\u2014for example, \"{@as R} verbal.\"",
				"{@b Long Casting Times} Some spells take minutes or hours to cast. The {@action Cast a Spell} activity for these spells includes a mix of the listed spell components, but it's not necessary to break down which one you're providing at a given time. You can't use other actions or reactions while casting such a spell, though at the GM's discretion, you might be able to speak a few sentences. As with other activities that take a long time, these spells have the {@trait exploration} trait, and you can't cast them in an encounter. If combat breaks out while you're casting one, your spell is disrupted (see Disrupted and Lost Spells below).",
				"{@b Activation Components} Each spell lists the spell components required to cast it after the action icons or text, such as \"{@as 3} material, somatic, verbal.\" The spell components, described in detail below, add traits and requirements to the {@action Cast a Spell} activity. If you can't provide the components, you fail to {@action Cast a Spell||Cast the Spell}.",
				{
					"type": "list",
					"items": [
						"Material ({@trait manipulate})",
						"Somatic ({@trait manipulate})",
						"Verbal ({@trait concentrate})",
						"Focus ({@trait manipulate})"
					]
				},
				"{@b Disrupted and Lost Spells} Some abilities and spells can disrupt a spell, causing it to have no effect and be lost. When you lose a spell, you've already expended the spell slot, spent the spell's costs and actions, and used the {@action Cast a Spell} activity. If a spell is disrupted during a {@action Sustain a Spell} action, the spell immediately ends. The full rules for disrupting actions appear here."
			]
		},
		{
			"name": "Change Shape",
			"source": "LOAG",
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"concentrate",
				"divine",
				"kitsune",
				"polymorph",
				"transmutation"
			],
			"actionType": {
				"ancestry": [
					"Kitsune|LOAG"
				]
			},
			"entries": [
				"You transform into a specific alternate form determined by your heritage. If your heritage doesn't list a form, your alternate form is a tailless form, which is a {@filter common Medium humanoid ancestry|ancestries|Traits=Humanoid|Size=Medium|Rarity=Common} prevalent where you grew up (typically {@ancestry human}). This form is the same age and body type as your true form and has roughly analogous physical traits, such as hair color. Using Change Shape counts as creating a disguise for the {@action Impersonate} use of {@skill Deception}. You lose any unarmed {@action Strike||Strikes} you gained from a kitsune heritage or ancestry feat in this form. You can remain in your alternate form indefinitely, and you can shift back to your true kitsune form by using this action again."
			],
			"add_hash": "Kitsune"
		},
		{
			"name": "Change Shape",
			"source": "LOAG",
			"page": 79,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"concentrate",
				"polymorph",
				"primal",
				"transmutation"
			],
			"actionType": {
				"versatileHeritage": [
					"Beastkin|LOAG"
				]
			},
			"entries": [
				"You change into your humanoid or hybrid shape. Each shape has a specific, persistent appearance, and most beastkin remain in their hybrid shapes by default. In hybrid shape, you appear as a mix between your ancestry and your inherent animal. While in hybrid shape, you gain a jaws unarmed Strike resembling the features of your inherent animal (fangs for bats, beaks for eagles, mandibles for wasps, and so on). Your jaws deal {@dice 1d4} piercing damage, have the {@trait agile}, {@trait finesse}, and {@trait unarmed} traits, and are in the brawling weapon group. In your humanoid shape, you retain the appearance of your original ancestry."
			],
			"add_hash": "Beastkin"
		},
		{
			"name": "Change Tradition Focus",
			"source": "GMG",
			"page": 167,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"magical"
			],
			"actionType": {
				"variantrule": [
					"Duels|GMG"
				]
			},
			"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."
			]
		},
		{
			"name": "Cleanse Soul Path",
			"source": "SoM",
			"page": 234,
			"traits": [
				"exploration"
			],
			"actionType": {
				"variantrule": [
					"Soulforged Armaments|SoM"
				]
			},
			"entries": [
				"You meditate, pray, or otherwise try to reinforce your soul's connection to your soulforged armament. This takes 10 minutes. Attempt a counteract check against your soulforged corruption. The counteract level is half your level rounded up, and the counteract check modifier is your {@skill Religion} modifier. If successful, reduce the stage of your {@disease soulforged corruption|SoM} by 1 (to a minimum of Stage 1)."
			]
		},
		{
			"name": "Clear a Path",
			"source": "G&G",
			"page": 110,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"gunslinger"
			],
			"actionType": {
				"class": [
					"gunslinger|G&G"
				],
				"subclass": [
					"Vanguard|G&G"
				]
			},
			"requirements": "You're wielding a two-handed firearm or two-handed crossbow.",
			"entries": [
				"You push outward with your weapon to clear some space before quickly reloading a fresh round. You make an {@skill Athletics} check to {@action Shove} an opponent within your reach using your weapon, then {@action Interact} to reload. For this {@action Shove}, you don't need a free hand, and you add the weapon's item bonus on attack rolls (if any) to the {@skill Athletics} check. If your last action was a ranged {@action Strike} with the weapon, use the same multiple attack penalty as that {@action Strike} for the {@action Shove}; the {@action Shove} still counts toward your multiple attack penalty on further attacks as normal."
			]
		},
		{
			"name": "Climb",
			"source": "CRB",
			"page": 241,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"move"
			],
			"actionType": {
				"basic": true,
				"skill": {
					"untrained": [
						"athletics"
					]
				}
			},
			"requirements": "You have both hands free.",
			"entries": [
				"You move up, down, or across an incline. Unless it's particularly easy, you must attempt an {@skill Athletics} check. The GM determines the DC based on the nature of the incline and environmental circumstances. You're {@condition flat-footed|CRB} unless you have a climb Speed.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You move up, across, or safely down the incline for 5 feet plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs).",
						"Success": "You move up, across, or safely down the incline for 5 feet per 20 feet of your land Speed (a total of 5 feet for most PCs, minimum 5 feet if your Speed is below 20 feet).",
						"Critical Failure": "You fall. If you began the climb on stable ground, you fall and land {@condition prone|CRB}."
					}
				}
			],
			"info": [
				{
					"type": "pf2-sample-box",
					"name": "Sample Climb Tasks",
					"entries": [
						{
							"type": "list",
							"style": "list-hang-notitle",
							"items": [
								{
									"type": "item",
									"name": "Untrained",
									"entry": "ladder, steep slope, low-branched tree"
								},
								{
									"type": "item",
									"name": "Trained",
									"entry": "rigging, rope, typical tree"
								},
								{
									"type": "item",
									"name": "Expert",
									"entry": "wall with small handholds and footholds"
								},
								{
									"type": "item",
									"name": "Master",
									"entry": "ceiling with handholds and footholds, rock wall"
								},
								{
									"type": "item",
									"name": "Legendary",
									"entry": "smooth surface"
								}
							]
						}
					]
				},
				{
					"type": "pf2-sample-box",
					"name": "Table 4\u20134: Climb and Swim Distance",
					"entries": [
						"This table provides a quick reference for how far you can move with a Climb or {@action Swim|CRB} action.",
						{
							"type": "table",
							"page": 242,
							"labelRowIdx": [
								0,
								1
							],
							"colStyles": [
								"",
								"text-center",
								"text-center",
								"text-center",
								"text-center"
							],
							"rowStyles": [
								"text-center"
							],
							"spans": [
								[
									[
										2,
										4
									],
									[
										4,
										6
									]
								]
							],
							"rows": [
								[
									"Climb Distance",
									"Swim Distance"
								],
								[
									"Speed",
									"Success",
									"Critical",
									"Success",
									"Critical"
								],
								[
									"5-15 feet",
									"5",
									"5",
									"5",
									"10"
								],
								[
									"20-35 feet",
									"5",
									"10",
									"10",
									"15"
								],
								[
									"40-55 feet",
									"10",
									"15",
									"15",
									"20"
								],
								[
									"60-65 feet",
									"15",
									"20",
									"20",
									"25"
								]
							]
						}
					]
				}
			]
		},
		{
			"name": "Clue In",
			"source": "APG",
			"page": 56,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"traits": [
				"concentrate",
				"investigator"
			],
			"actionType": {
				"class": [
					"investigator|APG"
				]
			},
			"frequency": {
				"unit": "minute",
				"interval": 10,
				"number": 1
			},
			"trigger": "Another creature attempts a check to investigate a lead you're pursuing.",
			"entries": [
				"You share information with the triggering creature. They gain a circumstance bonus to their check equal to your circumstance bonus to checks investigating your subject from {@action Pursue a Lead|APG}. The GM can add any relevant traits to this reaction depending on the situation, such as {@trait auditory} and {@trait linguistic} if you're conveying information verbally."
			]
		},
		{
			"name": "Coerce",
			"source": "CRB",
			"page": 247,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"auditory",
				"concentrate",
				"emotion",
				"exploration",
				"linguistic",
				"mental"
			],
			"actionType": {
				"basic": true,
				"skill": {
					"untrained": [
						"intimidation"
					]
				}
			},
			"entries": [
				"With threats either veiled or overt, you attempt to bully a creature into doing what you want. You must spend at least 1 minute of conversation with a creature you can see and that can either see or sense you. At the end of the conversation, attempt an {@skill Intimidation} check against the target's Will DC, modified by any circumstances the GM determines. The attitudes referenced in the effects below are summarized in the Changing Attitudes sidebar on page 246 and described in full in the Conditions Appendix, starting on page 618.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target gives you the information you seek or agrees to follow your directives so long as they aren't likely to harm the target in any way. The target continues to comply for an amount of time determined by the GM but not exceeding 1 day, at which point the target becomes {@condition unfriendly|CRB} (if they weren't already {@condition unfriendly|CRB} or {@condition hostile|CRB}). However, the target is too scared of you to retaliate\u2014at least in the short term.",
						"Success": "As critical success, but once the target becomes {@condition unfriendly|CRB}, they might decide to act against you\u2014for example, by reporting you to the authorities or assisting your enemies.",
						"Failure": "The target doesn't do what you say, and if they were not already {@condition unfriendly|CRB} or {@condition hostile|CRB}, they become {@condition unfriendly|CRB}",
						"Critical Failure": "The target refuses to comply, becomes {@condition hostile|CRB} if they weren't already, and can't be Coerced by you for at least 1 week."
					}
				}
			]
		},
		{
			"name": "Command an Animal",
			"source": "CRB",
			"page": 249,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"auditory",
				"concentrate"
			],
			"actionType": {
				"basic": true,
				"skill": {
					"untrained": [
						"nature"
					]
				}
			},
			"entries": [
				"You issue an order to an animal. Attempt a {@skill Nature} check against the animal's Will DC. The GM might adjust the DC if the animal has a good attitude toward you, you suggest a course of action it was predisposed toward, or you offer it a treat.",
				"You automatically fail if the animal is {@condition hostile} or {@condition unfriendly} to you. If the animal is {@condition helpful} to you, increase your degree of success by one step. You might be able to Command an Animal more easily with a feat like {@feat Ride}.",
				"Most animals know the {@action Leap|CRB}, {@action Seek|CRB}, {@action Drop Prone}, {@action Stand|CRB}, {@action Stride|CRB}, and {@action Strike|CRB} basic actions. If an animal knows an activity, such as a horse's Gallop, you can Command the Animal to perform the activity, but you must spend as many actions on Command an Animal as the activity's number of actions. You can also spend multiple actions to Command the Animal to perform that number of basic actions on its next turn; for instance, you could spend 3 actions to Command an Animal to {@action Stride} three times or to {@action Stride} twice and then {@action Strike}.",
				{
					"type": "successDegree",
					"entries": {
						"Success": "The animal does as you command on its next turn.",
						"Failure": "The animal is hesitant or resistant, and it does nothing.",
						"Critical Failure": "The animal misbehaves or misunderstands, and it takes some other action determined by the GM."
					}
				}
			]
		},
		{
			"name": "Conceal an Object",
			"source": "CRB",
			"page": 251,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"manipulate",
				"secret"
			],
			"actionType": {
				"basic": true,
				"skill": {
					"untrained": [
						"stealth"
					]
				}
			},
			"entries": [
				"You hide a small object on your person (such as a weapon of light Bulk). When you try to sneak a concealed object past someone who might notice it, the GM rolls your {@skill Stealth} check and compares it to this passive observer's {@skill Perception} DC. Once the GM rolls your check for a concealed object, that same result is used no matter how many passive observers you try to sneak it past. If a creature is specifically searching you for an item, it can attempt a {@skill Perception} check against your {@skill Stealth} DC (finding the object on success).",
				"You can also conceal an object somewhere other than your person, such as among undergrowth or in a secret compartment within a piece of furniture. In this case, characters Seeking in an area compare their {@skill Perception} check results to your {@skill Stealth} DC to determine whether they find the object.",
				{
					"type": "successDegree",
					"entries": {
						"Success": "The object remains {@condition undetected|CRB}.",
						"Failure": "The searcher finds the object."
					}
				}
			]
		},
		{
			"name": "Conduct Energy",
			"source": "LOAG",
			"page": 139,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"traits": [
				"energy"
			],
			"actionType": {
				"item": true
			},
			"requirements": "Your last action or spell this turn had the {@trait acid}, {@trait cold}, {@trait electricity}, {@trait fire}, or {@trait sonic} trait.",
			"entries": [
				"You channel energy into your weapon. The weapon deals 1 additional damage per weapon damage die until the start of your next turn. This damage type matches the trait of the triggering action or spell. If your triggering action or spell had multiple eligible traits, you select one of those traits."
			]
		},
		{
			"name": "Confident Finisher",
			"source": "APG",
			"page": 85,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"finisher",
				"swashbuckler"
			],
			"actionType": {
				"class": [
					"swashbuckler|APG"
				]
			},
			"entries": [
				"You make an incredibly graceful attack, piercing your foe's defenses. Make a {@action Strike} with a weapon or unarmed attack that would apply your precise strike damage, with the following failure effect.",
				{
					"type": "successDegree",
					"entries": {
						"Failure": "You deal half your precise strike damage to the target. This damage type is that of the weapon or unarmed attack you used for the {@action Strike}."
					}
				}
			]
		},
		{
			"name": "Cover Tracks",
			"source": "CRB",
			"page": 252,
			"traits": [
				"concentrate",
				"exploration",
				"move"
			],
			"actionType": {
				"basic": true,
				"skill": {
					"trained": [
						"survival"
					]
				}
			},
			"entries": [
				"You cover your tracks, moving up to half your {@quickref travel Speed||0|Exploration Mode}. You don't need to attempt a {@skill Survival} check to cover your tracks, but anyone tracking you must succeed at a {@skill Survival} check against your {@skill Survival} DC if it is higher than the normal DC to Track.",
				"In some cases, you might Cover Tracks in an encounter. In this case, Cover Tracks is a single action and doesn't have the {@trait exploration} trait."
			]
		},
		{
			"name": "Covered Reload",
			"source": "G&G",
			"page": 109,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"gunslinger"
			],
			"actionType": {
				"class": [
					"gunslinger|G&G"
				],
				"subclass": [
					"Sniper|G&G"
				]
			},
			"entries": [
				"You duck into a safe position or minimize your profile while reloading to make your next attack. Either {@action Take Cover} or attempt to {@action Hide}, then {@action Interact} to reload. As normal, you must meet the requirements to {@action Take Cover} or {@action Hide}; you must be {@condition prone}, benefiting from cover, or near a feature that allows you to {@action Take Cover}, and you need to be benefiting from cover or {@condition concealed} to a creature to {@action Hide} from that creature."
			]
		},
		{
			"name": "Craft",
			"source": "CRB",
			"page": 244,
			"traits": [
				"downtime",
				"manipulate"
			],
			"actionType": {
				"basic": true,
				"skill": {
					"trained": [
						"crafting"
					]
				}
			},
			"entries": [
				"You can make an item from raw materials. You need the {@feat Alchemical Crafting|CRB} skill feat to create alchemical items, the {@feat Magical Crafting|CRB} skill feat to create magic items, and the {@feat Snare Crafting|CRB} feat to create snares.",
				"To Craft an item, you must meet the following requirements:",
				{
					"type": "list",
					"items": [
						"The item is your level or lower. An item that doesn't list a level is level 0. If the item is 9th level or higher, you must be a master in {@skill Crafting}, and if it's 16th or higher, you must be legendary.",
						"You have the formula for the item; see {@quickref Getting Formulas||1|Formulas} below for more information.",
						"You have an appropriate set of tools and, in many cases, a workshop. For example, you need access to a smithy to forge a metal shield.",
						"You must supply raw materials worth at least half the item's Price. You always expend at least that amount of raw materials when you Craft successfully. If you're in a settlement, you can usually spend currency to get the amount of raw materials you need, except in the case of rarer precious materials."
					]
				},
				"You must spend 4 days at work, at which point you attempt a {@skill Crafting} check. The GM determines the DC to Craft the item based on its level, rarity, and other circumstances.",
				"If your attempt to create the item is successful, you expend the raw materials you supplied. You can pay the remaining portion of the item's Price in materials to complete the item immediately, or you can spend additional downtime days working on it. For each additional day you spend, reduce the value of the materials you need to expend to complete the item. This amount is determined using {@table Income Earned|CRB|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 downtime days you spend are interrupted, you can return to finish the item later, continuing where you left off. An example of {@skill Crafting} appears in the sidebar.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "Your attempt is successful. Each additional day spent {@skill Crafting} reduces the materials needed to complete the item by an amount based on your level + 1 and your proficiency rank in {@skill Crafting}.",
						"Success": "Your attempt is successful. Each additional day spent {@skill Crafting} reduces the materials needed to complete the item by an amount based on your level and your proficiency rank.",
						"Failure": "You fail to complete the item. You can salvage the raw materials you supplied for their full value. If you want to try again, you must start over.",
						"Critical Failure": "You fail to complete the item. You ruin 10% of the raw materials you supplied, but you can salvage the rest. If you want to try again, you must start over."
					}
				},
				{
					"type": "pf2-sample-box",
					"name": "Consumables and Ammunition",
					"entries": [
						"You can Craft items with the {@trait consumable} trait in batches, making up to four of the same item at once with a single check. This requires you to include the raw materials for all the items in the batch at the start, and you must complete the batch all at once. You also {@action Craft} non-magical ammunition in batches, using the quantity listed in {@table Ranged Weapons||Table 6\u20138: Ranged Weapons} (typically 10)."
					]
				},
				{
					"type": "pf2-sample-box",
					"name": "Getting Formulas",
					"entries": [
						"You can gain access to the formulas for {@filter all common items in Chapter 6: Equipment|items||Source=CRB|Rarity=Common} by purchasing a {@item basic crafter's book}. {@quickref See the rules on page 293 for information on how to acquire other formulas.||1|Formulas}"
					]
				},
				{
					"type": "pf2-brown-box",
					"name": "Crafting Example",
					"entries": [
						"Ezren is a 5th-level wizard and an expert in {@skill Crafting}. He has a {@skill Crafting} modifier of +13 and the {@feat Magical Crafting} feat. With 2 weeks of downtime ahead of him, he decides to craft a {@item striking} rune, a 4th-level item. The GM secretly chooses a DC of 19.",
						"The item has a Price of 65 gp, so Ezren prepares 32 gp, 5 sp worth of raw materials. He has another 32 gp, 5 sp worth of raw materials on hand. After spending 4 days building and incanting spells, he rolls a 12 on his {@skill Crafting} check, for a result of 25. That's a success! At this point, Ezren can spend the additional 32 gp, 5 sp worth of materials to complete the item immediately for 65 gp.",
						"However, Ezren has 10 more days on his hands, so he decides to spend additional time to complete the item.",
						"Because he's a 5th-level character and an expert at {@skill Crafting}, he reduces the amount he has to pay by 1 gp for each day spent. After spending 10 days working, he reduces the cost to complete the item from 65 gp to 55 gp. He spends the remaining portion of its Price in materials, completes the {@item striking} rune, and goes out on his next adventure. (He could have stayed home to keep working on the striking rune, eventually reducing the item's total Price to just the half he paid up front, but adventuring is far more lucrative!) If Ezren's {@skill Crafting} check result were a 29 or higher, he'd have gotten a critical success. In that case, he'd reduce the remaining amount by 2 gp per day, lowering the amount needed to complete the item after 10 additional days of work to 45 gp."
					]
				}
			],
			"info": []
		},
		{
			"name": "Cram",
			"source": "SoT1",
			"page": 63,
			"traits": [
				"downtime"
			],
			"requirements": "You are an initiate, attendant, or conversant, and your branch level for either your primary or secondary branch is 2 or more levels below the limit.",
			"entries": [
				"Realizing that you're falling behind in your studies, you cram more than you probably should. You Study twice, each in a branch that satisfies the activity requirements. However, the extra studying comes at a price. Until the next time you take the Study downtime activity, you're particularly tired from all the extra hours cramming; at the start of each day of adventuring, you must succeed at a DC {@flatDC 8} flat check or be {@condition fatigued} for that day."
			]
		},
		{
			"name": "Crawl",
			"source": "CRB",
			"page": 470,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"move"
			],
			"actionType": {
				"basic": true
			},
			"requirements": "You are {@condition prone|CRB} and your Speed is at least 10 feet.",
			"entries": [
				"You move 5 feet by crawling and continue to stay {@condition prone|CRB}."
			]
		},
		{
			"name": "Create a Diversion",
			"source": "CRB",
			"page": 245,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"mental"
			],
			"actionType": {
				"basic": true,
				"skill": {
					"untrained": [
						"deception"
					]
				}
			},
			"entries": [
				"With a gesture, a trick, or some distracting words, you can create a diversion that draws creatures' attention elsewhere. If you use a gesture or trick, this action gains the {@trait manipulate} trait. If you use distracting words, it gains the {@trait auditory} and {@trait linguistic} traits.",
				"Attempt a single {@skill Deception} check and compare it to the {@skill Perception} DCs of the creatures whose attention you're trying to divert. Whether or not you succeed, creatures you attempt to divert gain a +4 circumstance bonus to their {@skill Perception} DCs against your attempts to Create a Diversion for 1 minute.",
				{
					"type": "successDegree",
					"entries": {
						"Success": "You become hidden to each creature whose {@skill Perception} DC is less than or equal to your result. (The {@condition hidden|CRB} condition allows you to {@action Sneak|CRB} away, as described on page 252.) This lasts until the end of your turn or until you do anything except {@action Step|CRB} or use the {@action Hide|CRB} or the {@action Sneak|CRB} action of the {@skill Stealth} skill. If you {@action Strike|CRB} a creature, the creature remains {@condition flat-footed|CRB} against that attack, and you then become {@condition observed|CRB}. If you do anything else, you become {@condition observed|CRB} just before you act unless the GM determines otherwise.",
						"Failure": "You don't divert the attention of any creatures whose {@skill Perception} DC exceeds your result, and those creatures are aware you were trying to trick them."
					}
				}
			]
		},
		{
			"name": "Create Forgery",
			"source": "CRB",
			"page": 251,
			"traits": [
				"downtime",
				"secret"
			],
			"actionType": {
				"basic": true,
				"skill": {
					"trained": [
						"society"
					]
				}
			},
			"entries": [
				"You create a forged document, usually over the course of a day or a week. You must have the proper writing material to create a forgery. When you Create a Forgery, the GM rolls a secret DC 20 {@skill Society} check. If you succeed, the forgery is of good enough quality that passive observers can't notice the fake. Only those who carefully examine the document and attempt a {@skill Perception} or {@skill Society} check against your {@skill Society} DC can do so.",
				"If the document's handwriting doesn't need to be specific to a person, you need only to have seen a similar document before, and you gain up to a +4 circumstance bonus to your check, as well as to your DC (the GM determines the bonus). To forge a specific person's handwriting, you need a sample of that person's handwriting.",
				"If your check result was below 20, the forgery has some obvious signs of being a fake, so the GM compares your result to each passive observer's {@skill Perception} DC or Society DC, whichever is higher, using the success or failure results below. Once the GM rolls your check for a document, that same result is used against all passive observers' DCs no matter how many creatures passively observe that document.",
				"An observer who was fooled on a passive glance can still choose to closely scrutinize the documents on the lookout for a forgery, using different techniques and analysis methods beyond the surface elements you successfully forged with your original check. In that case, the observer can attempt a {@skill Perception} or {@skill Society} check against your {@skill Society} DC (if they succeed, they know your document is a forgery).",
				{
					"type": "successDegree",
					"entries": {
						"Success": "The observer does not detect the forgery.",
						"Failure": "The observer knows your document is a forgery."
					}
				}
			]
		},
		{
			"name": "Debilitating Strike",
			"source": "CRB",
			"page": 182,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"traits": [
				"rogue"
			],
			"actionType": {
				"class": [
					"rogue"
				]
			},
			"trigger": "Your {@action Strike} hits a {@condition flat-footed} creature and deals damage.",
			"entries": [
				"You apply one of the following debilitations, which lasts until the end of your next turn.",
				{
					"type": "list",
					"items": [
						"{@b Debilitation} the target takes a \u201310-foot status penalty to its Speeds.",
						"{@b Debilitation} The target becomes {@condition enfeebled 1}."
					]
				}
			]
		},
		{
			"name": "Deceptive Sidestep",
			"source": "GMG",
			"page": 167,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"traits": [
				"misfortune"
			],
			"actionType": {
				"variantrule": [
					"Duels|GMG"
				]
			},
			"trigger": "An opponent hits, but does not critically hit you, with a melee {@strike 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."
			]
		},
		{
			"name": "Decipher Writing",
			"source": "CRB",
			"page": 234,
			"traits": [
				"concentrate",
				"exploration",
				"secret"
			],
			"actionType": {
				"basic": true
			},
			"entries": [
				"You attempt to decipher complicated writing or literature on an obscure topic. This usually takes 1 minute per page of text, but might take longer (typically an hour per page for decrypting ciphers or the like). The text must be in a language you can read, though the GM might allow you to attempt to decipher text written in an unfamiliar language using {@skill Society} instead.",
				"The DC is determined by the GM based on the state or complexity of the document. The GM might have you roll one check for a short text or a check for each section of a larger text.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You understand the true meaning of the text.",
						"Success": "You understand the true meaning of the text. If it was a coded document, you know the general meaning but might not have a word-for-word translation.",
						"Failure": "You can't understand the text and take a \u20132 circumstance penalty to further checks to decipher it.",
						"Critical Failure": "You believe you understand the text on that page, but you have in fact misconstrued its message."
					}
				}
			],
			"info": [
				{
					"type": "pf2-sample-box",
					"name": "Sample Decipher Tasks",
					"entries": [
						{
							"type": "list",
							"style": "list-hang-notitle",
							"items": [
								{
									"type": "item",
									"name": "Trained",
									"entry": "entry-level philosophy treatise"
								},
								{
									"type": "item",
									"name": "Expert",
									"entry": "complex code, such as a cipher"
								},
								{
									"type": "item",
									"name": "Master",
									"entry": "spymaster's code or advanced research notes"
								},
								{
									"type": "item",
									"name": "Legendary",
									"entry": "esoteric planar text written in metaphor by an ancient celestial"
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Defend",
			"source": "CRB",
			"page": 479,
			"traits": [
				"exploration"
			],
			"actionType": {
				"basic": true
			},
			"entries": [
				"You move at half your travel speed with your shield raised. If combat breaks out, you gain the benefits of {@action Raise a Shield|CRB|Raising a Shield} before your first turn begins."
			]
		},
		{
			"name": "Delay",
			"source": "CRB",
			"page": 470,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"actionType": {
				"basic": true
			},
			"trigger": "Your turn begins.",
			"entries": [
				"You wait for the right moment to act. The rest of your turn doesn't happen yet. Instead, you're removed from the initiative order. You can return to the initiative order as a free action triggered by the end of any other creature's turn. This permanently changes your initiative to the new position. You can't use reactions until you return to the initiative order. If you Delay an entire round without returning to the initiative order, the actions from the Delayed turn are lost, your initiative doesn't change, and your next turn occurs at your original position in the initiative order.",
				"When you Delay, any {@condition persistent damage|CRB} or other negative effects that normally occur at the start or end of your turn occur immediately when you use the Delay action. Any beneficial effects that would end at any point during your turn also end. The GM might determine that other effects end when you Delay as well. Essentially, you can't Delay to avoid negative consequences that would happen on your turn or to extend beneficial effects that would end on your turn."
			]
		},
		{
			"name": "Demoralize",
			"source": "CRB",
			"page": 247,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"auditory",
				"concentrate",
				"emotion",
				"fear",
				"mental"
			],
			"actionType": {
				"basic": true,
				"skill": {
					"untrained": [
						"intimidation"
					]
				}
			},
			"entries": [
				"With a sudden shout, a well-timed taunt, or a cutting putdown, you can shake an enemy's resolve. Choose a creature within 30 feet of you who you're aware of. Attempt an {@skill Intimidation} check against that target's Will DC. If the target does not understand the language you are speaking, you're not speaking a language, or they can't hear you, you take a \u20134 circumstance penalty to the check. Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target becomes {@condition frightened|CRB} 2.",
						"Success": "The target becomes {@condition frightened|CRB} 1."
					}
				}
			]
		},
		{
			"name": "Destructive Vengeance",
			"source": "APG",
			"page": 116,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"traits": [
				"uncommon",
				"champion"
			],
			"actionType": {
				"class": [
					"champion"
				],
				"subclass": [
					"Antipaladin|APG"
				]
			},
			"trigger": "An enemy within 15 feet damages you.",
			"entries": [
				"Bloodshed begets bloodshed as you drag your enemy toward oblivion. You increase the amount of damage you take by 1d6, and you deal 1d6 damage to the triggering enemy, choosing evil or negative damage to deal to the enemy each time you use this reaction. In addition, until the end of your next turn, your {@action Strike||Strikes} against the triggering creature deal 2 extra damage of the type you chose.",
				"The damage you take and deal when you use this reaction increases to 2d6 at 5th level, 3d6 at 9th level, 4d6 at 12th level, 5d6 at 16th level, and 6d6 at 19th level. The extra damage on your {@action Strike||Strikes} increases to 4 at 9th level and 6 at 16th level."
			]
		},
		{
			"name": "Detect Magic",
			"source": "CRB",
			"page": 479,
			"traits": [
				"exploration",
				"concentrate"
			],
			"actionType": {
				"basic": true
			},
			"entries": [
				"You cast {@spell detect magic} at regular intervals. You move at half your travel speed or slower. You have no chance of accidentally overlooking a magic aura at a travel speed up to 300 feet per minute, but must be traveling no more than 150 feet per minute to detect magic auras before the party moves into them."
			]
		},
		{
			"name": "Devise a Stratagem",
			"source": "APG",
			"page": 56,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"concentrate",
				"fortune",
				"investigator"
			],
			"actionType": {
				"class": [
					"investigator|APG"
				]
			},
			"frequency": {
				"unit": "round",
				"number": 1
			},
			"entries": [
				"You assess a foe's weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature you can see and roll a {@dice d20}. If you {@action Strike} the chosen creature later this round, you must use the result of the roll you made to {@action Devise a Stratagem|APG} for your {@action Strike}'s attack roll instead of rolling. You make this substitution only for the first {@action Strike} you make against the creature this round, not any subsequent attacks.",
				"When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided your {@action Strike} uses an {@trait agile} or {@trait finesse} melee weapon, an {@trait agile} or {@trait finesse} unarmed attack, a ranged weapon (which must be {@trait agile} or {@trait finesse} if it's a melee weapon with the {@trait thrown} trait), or a {@item sap}.",
				"If you're aware that the creature you choose is the subject of a lead you're pursuing, you can use this ability as a free action."
			]
		},
		{
			"name": "Disable a Device",
			"source": "CRB",
			"page": 253,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"traits": [
				"manipulate"
			],
			"actionType": {
				"basic": true,
				"skill": {
					"trained": [
						"thievery"
					]
				}
			},
			"requirements": "Some devices require you to use {@item thieves' tools|CRB} when disabling them.",
			"entries": [
				"This action allows you to disarm a trap or another complex device. Often, a device requires numerous successes before becoming disabled, depending on its construction and complexity. Thieves' tools are helpful and sometimes even required to Disable a Device, as determined by the GM, and sometimes a device requires a higher proficiency rank in {@skill Thievery} to disable it.",
				"Your {@skill Thievery} check result determines how much progress you make.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You disable the device, or you achieve two successes toward disabling a complex device. You leave no trace of your tampering, and you can rearm the device later, if that type of device can be rearmed.",
						"Success": "You disable the device, or you achieve one success toward disabling a complex device.",
						"Critical Failure": "You trigger the device."
					}
				}
			]
		},
		{
			"name": "Disarm",
			"source": "CRB",
			"page": 243,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"attack"
			],
			"actionType": {
				"basic": true,
				"skill": {
					"trained": [
						"athletics"
					]
				}
			},
			"requirements": "You have at least one hand free. The target can't be more than one size larger than you.",
			"entries": [
				"You try to knock something out of an opponent's grasp. Attempt an {@skill Athletics} check against the opponent's Reflex DC.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You knock the item out of the opponent's grasp. It falls to the ground in the opponent's space.",
						"Success": "You weaken your opponent's grasp on the item. Until the start of that creature's turn, attempts to Disarm the opponent of that item gain a +2 circumstance bonus, and the target takes a \u20132 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item.",
						"Critical Failure": "You lose your balance and become {@condition flat-footed|CRB} until the start of your next turn."
					}
				}
			]
		},
		{
			"name": "Discover",
			"source": "GMG",
			"page": 151,
			"traits": [
				"concentrate",
				"secret"
			],
			"actionType": {
				"variantrule": [
					"Influence|GMG"
				]
			},
			"entries": [
				"You watch or study an NPC to learn more about that NPC's preferences. Choose an NPC and attempt a {@skill 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."
					}
				}
			]
		},
		{
			"name": "Dismiss",
			"source": "CRB",
			"page": 305,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"concentrate"
			],
			"actionType": {
				"basic": true
			},
			"entries": [
				"You end one spell effect or magic item effect. This must be an effect you are allowed to dismiss, as defined by the spell or item. Dismissal might end the effect entirely or might end it just for a certain target or targets, depending on the spell or item."
			]
		},
		{
			"name": "Dispelling Bullet",
			"source": "G&G",
			"page": 140,
			"activity": {
				"unit": "action",
				"number": 2
			},
			"traits": [
				"abjuration",
				"magical",
				"spellshot"
			],
			"actionType": {
				"class": [
					"gunslinger|G&G"
				],
				"archetype": [
					"Spellshot|G&G"
				]
			},
			"entries": [
				"You imprint a bullet with a field of abjuration built upon your magical signature, disrupting the magic of whatever it hits. Make a firearm or crossbow {@action Strike} against a foe you can see. If you hit, you attempt to counteract a spell effect active on the target (your choice, or the highest-level effect if you don't choose). Your counteract level is equal to half your level (rounded up), and your counteract check modifier is equal to your class DC \u2013 10."
			]
		},
		{
			"name": "Drain Bonded Item",
			"source": "CRB",
			"page": 205,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"traits": [
				"arcane",
				"wizard"
			],
			"actionType": {
				"class": [
					"wizard"
				]
			},
			"frequency": {
				"unit": "day",
				"number": 1
			},
			"entries": [
				"You expend the power stored in your bonded item, as long as the item is on your person. During your turn, you gain the ability to cast one spell you prepared today and already cast, without spending a spell slot. You must still {@action Cast a Spell||Cast the Spell} and meet the spell's other requirements."
			]
		},
		{
			"name": "Drifter's Wake",
			"source": "G&G",
			"page": 109,
			"activity": {
				"number": 3,
				"unit": "action"
			},
			"traits": [
				"gunslinger"
			],
			"actionType": {
				"class": [
					"gunslinger|G&G"
				],
				"subclass": [
					"Drifter|G&G"
				]
			},
			"entries": [
				"You drift across the battlefield, striking down foes as you go. You {@action Stride}, and you can {@action Strike} up to three times at any points during your movement. Each attack must target a different enemy and must be made with a one-handed firearm, crossbow, melee weapon, or unarmed attack. Each attack counts toward your multiple attack penalty, but your multiple attack penalty doesn't increase until you've made all your attacks. Your movement doesn't trigger reactions."
			]
		},
		{
			"name": "Drive",
			"source": "GMG",
			"page": 175,
			"activity": {
				"number": 1,
				"unit": "varies",
				"entry": "(Varies)"
			},
			"traits": [
				"move"
			],
			"actionType": {
				"variantrule": [
					"Vehicles|GMG"
				]
			},
			"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."
			]
		},
		{
			"name": "Drop Prone",
			"source": "CRB",
			"page": 470,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"move"
			],
			"actionType": {
				"basic": true
			},
			"entries": [
				"You fall {@condition prone|CRB}."
			]
		},
		{
			"name": "Dueling Counter",
			"source": "GMG",
			"page": 167,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"traits": [
				"magical"
			],
			"actionType": {
				"variantrule": [
					"Duels|GMG"
				]
			},
			"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."
			]
		},
		{
			"name": "Earn Income",
			"source": "CRB",
			"page": 236,
			"traits": [
				"downtime"
			],
			"actionType": {
				"basic": true
			},
			"entries": [
				"You use one of your skills to make money during downtime. The GM assigns a task level representing the most lucrative job available. You can search for lower-level tasks, with the GM determining whether you find any. Sometimes you can attempt to find better work than the initial offerings, though this takes time and requires using the {@skill Diplomacy} skill to {@action Gather Information|CRB}, doing some research, or socializing.",
				"When you take on a job, the GM secretly sets the DC of your skill check. After your first day of work, you roll to determine your earnings. You gain an amount of income based on your result, the task's level, and your proficiency rank (as listed on {@table Income Earned|CRB|Table 4\u20132: Income Earned}).",
				"You can continue working at the task on subsequent days without needing to roll again. For each day you spend after the first, you earn the same amount as the first day, up until the task's completion. The GM determines how long you can work at the task. Most tasks last a week or two, though some can take months or even years.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You do outstanding work. Gain the amount of currency listed for the task level + 1 and your proficiency rank.",
						"Success": "You do competent work. Gain the amount of currency listed for the task level and your proficiency rank.",
						"Failure": "You do shoddy work and get paid the bare minimum for your time. Gain the amount of currency listed in the failure column for the task level. The GM will likely reduce how long you can continue at the task.",
						"Critical Failure": "You earn nothing for your work and are fired immediately. You can't continue at the task. Your reputation suffers, potentially making it difficult for you to find rewarding jobs in that community in the future."
					}
				}
			],
			"info": [
				{
					"type": "pf2-sample-box",
					"name": "Sample Earn Income Tasks",
					"entries": [
						"These examples use Alcohol Lore to work in a bar or Legal Lore to perform legal work.",
						{
							"type": "list",
							"style": "list-hang-notitle",
							"items": [
								{
									"type": "item",
									"name": "Trained",
									"entry": "bartend, do legal research"
								},
								{
									"type": "item",
									"name": "Expert",
									"entry": "curate drink selection, present minor court cases"
								},
								{
									"type": "item",
									"name": "Master",
									"entry": "run a large brewery, present important court cases"
								},
								{
									"type": "item",
									"name": "Legendary",
									"entry": "run an international brewing franchise, present a case in Hell's courts"
								}
							]
						}
					]
				},
				{
					"tag": "table",
					"name": "EARN INCOME TASKS",
					"source": "GMG",
					"type": "data"
				}
			]
		},
		{
			"name": "Energy Emanation",
			"source": "LOCG",
			"page": 19,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"actionType": {
				"ancestry": [
					"Dwarf"
				],
				"heritage": [
					"Elemental Heart|LOCG"
				]
			},
			"frequency": {
				"unit": "day",
				"number": 1
			},
			"entries": [
				"Energy bursts forth from your body. You deal {@damage 1d6} damage of your chosen type to all adjacent creatures (basic Reflex save using your class DC or spell DC, whichever is higher). At 3rd level, and every 2 levels thereafter, this damage increases by {@damage 1d6}."
			]
		},
		{
			"name": "Energy Shot",
			"source": "G&G",
			"page": 140,
			"activity": {
				"unit": "free",
				"number": 1
			},
			"traits": [
				"evocation",
				"magical",
				"spellshot"
			],
			"actionType": {
				"class": [
					"gunslinger|G&G"
				],
				"archetype": [
					"Spellshot|G&G"
				]
			},
			"trigger": "You roll initiative.",
			"entries": [
				"You unleash a small surge of magical energy into your weapon, shrouding the bullet with potential energy and granting it the ability to deal energy damage to your foes to exploit their weaknesses. You can {@action Interact} to draw a ranged weapon. On your first three {@action Strike||Strikes} of this encounter with a {@group firearm|G&G} or {@group crossbow|PC1}, you deal an additional 1 acid, cold, fire or electricity damage per weapon die on the first three {@action Strike||Strikes} of the encounter. You choose which damage type to deal as part of making each {@action Strike}."
			]
		},
		{
			"name": "Escape",
			"source": "CRB",
			"page": 470,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"attack"
			],
			"actionType": {
				"basic": true
			},
			"entries": [
				"You attempt to escape from being {@condition grabbed|CRB}, {@condition immobilized|CRB}, or {@condition restrained|CRB}. Choose one creature, object, spell effect, hazard, or other impediment imposing any of those conditions on you. Attempt a check using your unarmed attack modifier against the DC of the effect. This is typically the {@skill Athletics} DC of a creature grabbing you, the {@skill Thievery} DC of a creature who tied you up, the spell DC for a spell effect, or the listed {@action Escape} DC of an object, hazard, or other impediment. You can attempt an {@skill Acrobatics} or {@skill Athletics} check instead of using your attack modifier if you choose (but this action still has the {@trait attack} trait).",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You get free and remove the {@condition grabbed|CRB}, {@condition immobilized|CRB}, and {@condition restrained|CRB} conditions imposed by your chosen target. You can then {@action Stride|CRB} up to 5 feet.",
						"Success": "You get free and remove the {@condition grabbed|CRB}, {@condition immobilized|CRB}, and {@condition restrained|CRB} conditions imposed by your chosen target.",
						"Critical Failure": "You don't get free, and you can't attempt to {@action Escape} again until your next turn."
					}
				}
			]
		},
		{
			"name": "Expeditious Inspection",
			"source": "APG",
			"page": 57,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"traits": [
				"investigator"
			],
			"actionType": {
				"class": [
					"investigator|APG"
				],
				"subclass": [
					"Empiricism|APG"
				]
			},
			"frequency": {
				"unit": "minute",
				"interval": 10,
				"number": 1
			},
			"entries": [
				"You observe and assess your surroundings with great speed. You {@action Recall Knowledge}, {@action Seek}, or {@action Sense Motive}."
			]
		},
		{
			"name": "Explode",
			"source": "G&G",
			"page": 19,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"traits": [
				"fire",
				"unstable",
				"inventor",
				"manipulate"
			],
			"actionType": {
				"class": [
					"inventor|G&G"
				]
			},
			"entries": [
				"You intentionally take your innovation beyond normal safety limits, making it explode and damage nearby creatures without damaging the innovation... hopefully. The explosion deals {@dice 2d6} fire damage with a basic Reflex save to all creatures in a 5-foot emanation around you (if you're wearing or holding the innovation) or around your innovation (if your innovation is a minion).",
				"At 3rd level, and every level thereafter, increase your explosion's damage by {@damage (#$prompt_number:min=3,title=Character Level,default=3$#)d6|1d6}.",
				"If you have the breakthrough innovation class feature, you can choose either a 5-foot or 10-foot emanation for the area when you use Explode; if you have the revolutionary innovation class feature, you can choose a 5-foot, 10-foot, or 15-foot emanation."
			]
		},
		{
			"name": "Feint",
			"source": "CRB",
			"page": 246,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"mental"
			],
			"actionType": {
				"basic": true,
				"skill": {
					"trained": [
						"deception"
					]
				}
			},
			"requirements": "You are within melee reach of the opponent you attempt to Feint.",
			"entries": [
				"With a misleading flourish, you leave an opponent unprepared for your real attack. Attempt a {@skill Deception} check against that opponent's {@skill Perception} DC.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You throw your enemy's defenses against you entirely off. The target is {@condition flat-footed|CRB} against melee attacks that you attempt against it until the end of your next turn.",
						"Success": "Your foe is fooled, but only momentarily. The target is {@condition flat-footed|CRB} against the next melee attack that you attempt against it before the end of your current turn.",
						"Critical Failure": "Your feint backfires. You are {@condition flat-footed|CRB} against melee attacks the target attempts against you until the end of your next turn."
					}
				}
			]
		},
		{
			"name": "Finish the Job",
			"source": "G&G",
			"page": 108,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"gunslinger"
			],
			"actionType": {
				"class": [
					"gunslinger|G&G"
				],
				"subclass": [
					"Drifter|G&G"
				]
			},
			"requirements": "On your last action, you failed (but didn't critically fail) a Strike with a firearm or crossbow you're holding in one hand, and your other hand is either wielding a melee weapon or empty.",
			"entries": [
				"Your last attack failed, but it set you up for another. Make a {@action Strike} with your other hand, using a one-handed melee weapon or unarmed attack. This {@action Strike} uses the same multiple attack penalty as the {@action Strike} that failed on the last action. Afterward, increase your multiple attack penalty normally."
			]
		},
		{
			"name": "Flurry of Blows",
			"source": "CRB",
			"page": 156,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"flourish",
				"monk"
			],
			"actionType": {
				"class": [
					"monk"
				]
			},
			"entries": [
				"Make two unarmed {@action Strike|CRB|Strikes}. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the {@action Strike||Strikes} normally. As it has the {@trait flourish} trait, you can use {@action Flurry of Blows} only once per turn."
			]
		},
		{
			"name": "Fly",
			"source": "CRB",
			"page": 305,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"move"
			],
			"actionType": {
				"basic": true
			},
			"requirements": "You have a fly Speed.",
			"entries": [
				"You move through the air up to your fly Speed. Moving upward (straight up or diagonally) uses the rules for moving through {@quickref difficult terrain||3|terrain}. You can move straight down 10 feet for every 5 feet of movement you spend. If you Fly to the ground, you don't take falling damage. You can use an action to Fly 0 feet to hover in place. If you're airborne at the end of your turn and didn't use a Fly action this round, you fall."
			]
		},
		{
			"name": "Follow the Expert",
			"source": "CRB",
			"page": 479,
			"traits": [
				"auditory",
				"concentrate",
				"exploration",
				"visual"
			],
			"actionType": {
				"basic": true
			},
			"entries": [
				"Choose an ally attempting a recurring skill check while exploring, such as climbing, or performing a different exploration tactic that requires a skill check (like {@action Avoid Notice|CRB|Avoiding Notice}). The ally must be at least an expert in that skill and must be willing to provide assistance. While Following the Expert, you match their tactic or attempt similar skill checks. Thanks to your ally's assistance, you can add your level as a proficiency bonus to the associated skill check, even if you're untrained. Additionally, you gain a circumstance bonus to your skill check based on your ally's proficiency (+2 for expert, +3 for master, and +4 for legendary)."
			]
		},
		{
			"name": "Force Open",
			"source": "CRB",
			"page": 242,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"attack"
			],
			"actionType": {
				"basic": true,
				"skill": {
					"untrained": [
						"athletics"
					]
				}
			},
			"entries": [
				"Using your body, a lever, or some other tool, you attempt to forcefully open a door, window, container or heavy gate. With a high enough result, you can even smash through walls. Without a {@item crowbar|CRB}, prying something open takes a \u20132 item penalty to the {@skill Athletics} check to Force Open.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You open the door, window, container, or gate and can avoid damaging it in the process.",
						"Success": "You break the door, window, container, or gate open, and the door, window, container, or gate gains the {@condition broken|CRB} condition. If it's especially sturdy, the GM might have it take damage but not be broken.",
						"Critical Failure": "Your attempt jams the door, window, container, or gate shut, imposing a \u20132 circumstance penalty on future attempts to Force it Open."
					}
				}
			],
			"info": [
				{
					"type": "pf2-sample-box",
					"name": "Sample Force Open Tasks",
					"entries": [
						{
							"type": "list",
							"style": "list-hang-notitle",
							"items": [
								{
									"type": "item",
									"name": "Untrained",
									"entry": "fabric, flimsy glass"
								},
								{
									"type": "item",
									"name": "Trained",
									"entry": "ice, sturdy glass"
								},
								{
									"type": "item",
									"name": "Expert",
									"entry": "flimsy wooden door, wooden portcullis"
								},
								{
									"type": "item",
									"name": "Master",
									"entry": "sturdy wooden door, iron portcullis, metal bar"
								},
								{
									"type": "item",
									"name": "Legendary",
									"entry": "stone or iron door"
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Forge Documents",
			"source": "GMG",
			"page": 163,
			"traits": [
				"downtime",
				"secret"
			],
			"actionType": {
				"variantrule": [
					"Infiltration|GMG"
				]
			},
			"entries": [
				"You prepare forgeries that might serve as convincing props. Attempt a hard or very hard {@skill 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."
					}
				}
			]
		},
		{
			"name": "Fortify Camp",
			"source": "GMG",
			"otherSources": {
				"Reprinted": [
					"QFF0|10"
				]
			},
			"page": 173,
			"actionType": {
				"variantrule": [
					"Hexploration|GMG"
				]
			},
			"entries": [
				"You can spend time fortifying your camp for defense with a successful {@skill Crafting} check (typically at a trained or expert DC). Anyone keeping watch or defending the camp gains a +2 circumstance bonus to initiative rolls and {@skill Perception} checks to {@action Seek} creatures attempting to sneak up on the camp."
			]
		},
		{
			"name": "Gain Contact",
			"source": "GMG",
			"page": 163,
			"traits": [
				"downtime"
			],
			"actionType": {
				"variantrule": [
					"Infiltration|GMG"
				]
			},
			"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 {@skill Society} check, or a check using a {@skill 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."
					}
				}
			]
		},
		{
			"name": "Gather Information",
			"source": "CRB",
			"page": 246,
			"traits": [
				"exploration",
				"secret"
			],
			"actionType": {
				"basic": true,
				"skill": {
					"untrained": [
						"diplomacy"
					]
				}
			},
			"entries": [
				"You canvass local markets, taverns, and gathering places in an attempt to learn about a specific individual or topic. The GM determines the DC of the check and the amount of time it takes (typically 2 hours, but sometimes more), along with any benefit you might be able to gain by spending coin on bribes, drinks, or gifts.",
				{
					"type": "successDegree",
					"entries": {
						"Success": "You collect information about the individual or topic. The GM determines the specifics.",
						"Critical Failure": "You collect incorrect information about the individual or topic."
					}
				}
			],
			"info": [
				{
					"type": "pf2-sample-box",
					"name": "Sample Gather Information Tasks",
					"entries": [
						{
							"type": "list",
							"style": "list-hang-notitle",
							"items": [
								{
									"type": "item",
									"name": "Untrained",
									"entry": "talk of the town"
								},
								{
									"type": "item",
									"name": "Trained",
									"entry": "common rumor"
								},
								{
									"type": "item",
									"name": "Expert",
									"entry": "obscure rumor, poorly guarded secret"
								},
								{
									"type": "item",
									"name": "Master",
									"entry": "well-guarded or esoteric information"
								},
								{
									"type": "item",
									"name": "Legendary",
									"entry": "information known only to an incredibly select few, or only to extraordinary beings"
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Ghost Shot",
			"source": "G&G",
			"page": 110,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"gunslinger",
				"flourish"
			],
			"actionType": {
				"class": [
					"gunslinger|G&G"
				],
				"subclass": [
					"Sniper|G&G"
				]
			},
			"entries": [
				"Make a firearm or crossbow {@action Strike}. If you're {@condition hidden} from or {@condition undetected} by the target, the {@action Strike} adds the additional precision damage from {@action One Shot, One Kill}; if you would already receive that additional damage on the {@action Strike}, the effects aren't cumulative. If you were {@condition undetected} or {@condition unnoticed} by any creatures, you're now {@condition hidden} from them instead, as the origin of the attack is clear."
			]
		},
		{
			"name": "Glimpse of Redemption",
			"source": "CRB",
			"page": 107,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"traits": [
				"champion"
			],
			"actionType": {
				"class": [
					"champion"
				],
				"subclass": [
					"Redeemer"
				]
			},
			"trigger": "An enemy damages your ally, and both are within 15 feet of you.",
			"entries": [
				"Your foe hesitates under the weight of sin as visions of redemption play in their mind's eye. The foe must choose one of the following options",
				{
					"type": "list",
					"items": [
						"The ally is unharmed by the triggering damage.",
						"The ally gains resistance to all damage against the triggering damage equal to 2 + your level. After the damaging effect is applied, the enemy becomes enfeebled 2 until the end of its next turn."
					]
				}
			]
		},
		{
			"name": "Gossip",
			"source": "GMG",
			"page": 163,
			"traits": [
				"downtime",
				"secret"
			],
			"actionType": {
				"variantrule": [
					"Infiltration|GMG"
				]
			},
			"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."
					}
				}
			]
		},
		{
			"name": "Grab an Edge",
			"source": "CRB",
			"page": 472,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"actionType": {
				"basic": true
			},
			"trigger": "You fall from or past an edge or handhold.",
			"requirements": "Your hands are not tied behind your back or otherwise restrained.",
			"entries": [
				"When you fall off or past an edge or other handhold, you can try to grab it, potentially stopping your fall. You must succeed at a Reflex save, usually at the {@action Climb|CRB} DC. If you grab the edge or handhold, you can then {@action Climb|CRB} up using {@skill Athletics}.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You grab the edge or handhold, whether or not you have a hand free, typically by using a suitable held item to catch yourself (catching a battle axe on a ledge, for example). You still take damage from the distance fallen so far, but you treat the fall as though it were 30 feet shorter.",
						"Success": "If you have at least one hand free, you grab the edge or handhold, stopping your fall. You still take damage from the distance fallen so far, but you treat the fall as though it were 20 feet shorter. If you have no hands free, you continue to fall as if you had failed the check.",
						"Critical Failure": "You continue to fall, and if you've fallen 20 feet or more before you use this reaction, you take 10 bludgeoning damage from the impact for every 20 feet fallen."
					}
				}
			]
		},
		{
			"name": "Grapple",
			"alias": [
				"Grab"
			],
			"source": "CRB",
			"page": 242,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"attack"
			],
			"actionType": {
				"basic": true,
				"skill": {
					"untrained": [
						"athletics"
					]
				}
			},
			"requirements": "You have at least one free hand or have your target grappled or {@condition restrained}. Your target cannot be more than one size larger than you.",
			"entries": [
				"You attempt to grab an opponent with your free hand. Attempt an {@skill Athletics} check against their Fortitude DC. You can also Grapple to keep your hold on a creature you already grabbed or restrained.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "Your opponent is {@condition restrained|CRB} until the end of your next turn unless you move or your opponent {@action Escape|CRB|Escapes}.",
						"Success": "Your opponent is {@condition grabbed|CRB} until the end of your next turn unless you move or your opponent {@action Escape|CRB|Escapes}.",
						"Failure": "You fail to grab your opponent. If you already had the opponent {@condition grabbed|CRB} or {@condition restrained|CRB} using a Grapple, those conditions on that creature end.",
						"Critical Failure": "If you already had the opponent {@condition grabbed|CRB} or {@condition restrained|CRB}, it breaks free. Your target can either grab you, as if it succeeded at using the Grapple action against you, or force you to fall and land {@condition prone|CRB}."
					}
				}
			]
		},
		{
			"name": "Grim Swagger",
			"source": "G&G",
			"page": 109,
			"activity": {
				"number": 3,
				"unit": "action"
			},
			"traits": [
				"gunslinger",
				"auditory",
				"emotion",
				"fear",
				"mental",
				"linguistic"
			],
			"actionType": {
				"class": [
					"gunslinger|G&G"
				],
				"subclass": [
					"Pistolero|G&G"
				]
			},
			"requirements": "You have a one-handed firearm or one-handed crossbow visibly worn or wielded.",
			"entries": [
				"You attempt to clear the room by promising a grim fate to anyone who doesn't do what you say, and quickly. Attempt a {@skill Deception} or {@skill Intimidation} check against the Will DCs of each creature within 30 feet, except for your allies. Regardless of whether you succeed or fail, each subject is temporarily immune to your Grim Swagger for 10 minutes.",
				"For example, if you attempt a {@skill Deception} check, you lie and boast about your prowess or the large group of friends on their way to back you up. If you attempt an {@skill Intimidation} check, you promise everyone in the room that you're going to be the last thing they see.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The creature becomes {@condition frightened 3}. If it's lower level than you, it's also {@condition fleeing} for 1 round.",
						"Success": "The creature becomes {@condition frightened 2}."
					}
				}
			]
		},
		{
			"name": "Hide",
			"source": "CRB",
			"page": 251,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"secret"
			],
			"actionType": {
				"basic": true,
				"skill": {
					"untrained": [
						"stealth"
					]
				}
			},
			"entries": [
				"You huddle behind cover or greater cover or deeper into concealment to become hidden, rather than observed. The GM rolls your {@skill Stealth} check in secret and compares the result to the {@skill Perception} DC of each creature you're observed by but that you have cover or greater cover against or are concealed from. You gain the circumstance bonus from cover or greater cover to your check.",
				{
					"type": "successDegree",
					"entries": {
						"Success": [
							"If the creature could see you, you're now {@condition hidden} from it instead of {@condition observed}. If you were {@condition hidden} from or {@condition undetected} by the creature, you retain that condition.",
							"If you successfully become hidden to a creature but then cease to have cover or greater cover against it or be concealed from it, you become observed again. You cease being hidden if you do anything except {@action Hide|CRB}, {@action Sneak|CRB}, or {@action Step|CRB}. If you attempt to {@action Strike|CRB} a creature, the creature remains {@condition flat-footed|CRB} against that attack, and you then become {@condition observed|CRB}. If you do anything else, you become {@condition observed|CRB} just before you act unless the GM determines otherwise. The GM might allow you to perform a particularly unobtrusive action without being noticed, possibly requiring another {@skill Stealth} check.",
							"If a creature uses Seek to make you observed by it, you must successfully Hide to become hidden from it again."
						]
					}
				}
			]
		},
		{
			"name": "High Jump",
			"source": "CRB",
			"page": 242,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"actionType": {
				"basic": true,
				"skill": {
					"untrained": [
						"athletics"
					]
				}
			},
			"entries": [
				"You Stride, then make a vertical {@action Leap} and attempt a DC 30 {@skill Athletics} check to increase the height of your jump. If you didn't {@action Stride} at least 10 feet, you automatically fail your check. This DC might be increased or decreased due to the situation, as determined by the GM.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "Increase the maximum vertical distance to 8 feet, or increase the maximum vertical distance to 5 feet and maximum horizontal distance to 10 feet.",
						"Success": "Increase the maximum vertical distance to 5 feet.",
						"Failure": "You {@action Leap|CRB} normally.",
						"Critical Failure": "You don't {@action Leap|CRB} at all, and instead you fall {@condition prone|CRB} in your space."
					}
				}
			],
			"info": [
				{
					"type": "pf2-sample-box",
					"name": "Leap",
					"entries": [
						"The {@action Leap|CRB} basic action is used for {@action High Jump|CRB} and {@action Long Jump|CRB}. {@action Leap|CRB} lets you take a careful, short jump. You can {@action Leap|CRB} up to 10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet horizontally if your Speed is at least 30 feet. You land in the space where your {@action Leap|CRB} ends (meaning you can typically clear a 5-foot gap if your Speed is between 15 feet and 30 feet, or a 10-foot gap if your Speed is 30 feet or more). If you make a vertical {@action Leap|CRB}, you can move up to 3 feet vertically and 5 feet horizontally onto an elevated surface."
					]
				}
			]
		},
		{
			"name": "Hunt Prey",
			"alias": [
				"Mark Prey"
			],
			"source": "CRB",
			"page": 168,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"concentrate",
				"ranger"
			],
			"actionType": {
				"class": [
					"ranger"
				]
			},
			"entries": [
				"You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration.",
				"You gain a +2 circumstance bonus to {@skill Perception} checks when you {@action Seek} your prey and a +2 circumstance bonus to {@skill Survival} checks when you {@action Track} your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you're hunting.",
				"You can have only one creature designated as your prey at a time. If you use {@action Hunt Prey} against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations."
			]
		},
		{
			"name": "Hustle",
			"source": "CRB",
			"page": 480,
			"traits": [
				"exploration",
				"move"
			],
			"actionType": {
				"basic": true
			},
			"entries": [
				"You strain yourself to move at double your travel speed. You can Hustle only for a number of minutes equal to your Constitution modifier × 10 (minimum 10 minutes). If you are in a group that is Hustling, use the lowest Constitution modifier among everyone to determine how fast the group can Hustle together."
			]
		},
		{
			"name": "Identify Alchemy",
			"source": "CRB",
			"page": 245,
			"activity": {
				"number": 10,
				"unit": "minute"
			},
			"traits": [
				"concentrate",
				"exploration",
				"secret"
			],
			"actionType": {
				"basic": true,
				"skill": {
					"trained": [
						"crafting"
					]
				}
			},
			"requirements": "You have a {@item alchemist's tools|CRB}.",
			"entries": [
				"You can identify the nature of an alchemical item with 10 minutes of testing using {@item alchemist's tools|CRB}. If your attempt is interrupted in any way, you must start over.",
				{
					"type": "successDegree",
					"entries": {
						"Success": "You identify the item and the means of activating it.",
						"Failure": "You fail to identify the item but can try again.",
						"Critical Failure": "You misidentify the item as another item of the GM's choice."
					}
				}
			]
		},
		{
			"name": "Identify Magic",
			"source": "CRB",
			"page": 238,
			"traits": [
				"concentrate",
				"exploration",
				"secret"
			],
			"actionType": {
				"basic": true
			},
			"entries": [
				"Once you discover that an item, location, or ongoing effect is magical, you can spend 10 minutes to try to identify the particulars of its magic. If your attempt is interrupted, you must start over. The GM sets the DC for your check. Cursed or esoteric subjects usually have higher DCs or might even be impossible to identify using this activity alone. Heightening a spell doesn't increase the DC to identify it.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You learn all the attributes of the magic, including its name (for an effect), what it does, any means of activating it (for an item or location), and whether it is cursed.",
						"Success": "For an item or location, you get a sense of what it does and learn any means of activating it. For an ongoing effect (such as a spell with a duration), you learn the effect's name and what it does. You can't try again in hopes of getting a critical success.",
						"Failure": "You fail to identify the magic and can't try again for 1 day.",
						"Critical Failure": "You misidentify the magic as something else of the GM's choice."
					}
				}
			],
			"info": [
				{
					"type": "pf2-sample-box",
					"name": "Magical Traditions and Skills",
					"entries": [
						"Each magical tradition has a corresponding skill, as shown on the table below. You must have the trained proficiency rank in a skill to use it to Identify Magic or Learn a Spell. Something without a specific tradition, such as an item with the magical trait, can be identified using any of these skills.",
						{
							"type": "table",
							"colStyles": [
								"text-center",
								"text-center"
							],
							"rows": [
								[
									"Magical Tradition",
									"Corresponding Skill"
								],
								[
									"{@filter Arcane|spells||tradition & spell list=arcane}",
									"{@skill Arcana}"
								],
								[
									"{@filter Divine|spells||tradition & spell list=divine}",
									"{@skill Religion}"
								],
								[
									"{@filter Occult|spells||tradition & spell list=occult}",
									"{@skill Occultism}"
								],
								[
									"{@filter Primal|spells||tradition & spell list=primal}",
									"{@skill Nature}"
								]
							]
						}
					]
				}
			]
		},
		{
			"name": "Impersonate",
			"source": "CRB",
			"page": 245,
			"traits": [
				"concentrate",
				"exploration",
				"manipulate",
				"secret"
			],
			"actionType": {
				"basic": true,
				"skill": {
					"untrained": [
						"deception"
					]
				}
			},
			"entries": [
				"You create a disguise to pass yourself off as someone or something you are not. Assembling a convincing disguise takes 10 minutes and requires a {@item disguise kit|CRB}, but a simpler, quicker disguise might do the job if you're not trying to imitate a specific individual, at the GM's discretion.",
				"In most cases, creatures have a chance to detect your deception only if they use the {@action Seek|CRB} action to attempt {@skill Perception} checks against your {@skill Deception} DC. If you attempt to directly interact with someone while disguised, the GM rolls a secret {@skill Deception} check for you against that creature's {@skill Perception} DC instead. If you're disguised as a specific individual, the GM might give creatures you interact with a circumstance bonus based on how well they know the person you're imitating, or the GM might roll a secret {@skill Deception} check even if you aren't directly interacting with others.",
				{
					"type": "successDegree",
					"entries": {
						"Success": "You trick the creature into thinking you're the person you're disguised as. You might have to attempt a new check if your behavior changes.",
						"Failure": "The creature can tell you're not who you claim to be.",
						"Critical Failure": "The creature can tell you're not who you claim to be, and it recognizes you if it would know you without a disguise."
					}
				}
			]
		},
		{
			"name": "Influence",
			"source": "GMG",
			"page": 151,
			"traits": [
				"concentrate",
				"linguistic"
			],
			"actionType": {
				"variantrule": [
					"Influence|GMG"
				]
			},
			"entries": [
				"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."
					}
				}
			]
		},
		{
			"name": "Interact",
			"alias": [
				"Use an Object"
			],
			"source": "CRB",
			"page": 470,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"manipulate"
			],
			"actionType": {
				"basic": true
			},
			"entries": [
				"You use your hand or hands to manipulate an object or the terrain. You can grab an unattended or stored object, open a door, or produce some similar effect. You might have to attempt a skill check to determine if your {@action Interact} action was successful."
			]
		},
		{
			"name": "Into the Fray",
			"source": "G&G",
			"page": 108,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"traits": [
				"gunslinger"
			],
			"actionType": {
				"class": [
					"gunslinger|G&G"
				],
				"subclass": [
					"Drifter|G&G"
				]
			},
			"trigger": "You roll Initiative.",
			"entries": [
				"You know trouble can lurk around every corner, and your hands never stray far from your holsters. You can {@action Interact} to draw a one-handed ranged weapon and can then {@action Interact} to draw a one-handed melee weapon. As your first action on your first turn, you can {@action Stride} as a free action toward an enemy you can perceive. If you can't perceive any enemies or can't end your movement closer to one, you can't use this {@action Stride}."
			]
		},
		{
			"name": "Invest an Item",
			"source": "CRB",
			"page": 531,
			"activity": {
				"number": 1,
				"unit": "varies",
				"entry": "Varies"
			},
			"actionType": {
				"basic": true
			},
			"entries": [
				"You invest your energy in an item with the {@trait invested} trait as you don it. This process requires 1 or more Interact actions, usually taking the same amount of time it takes to don the item. Once you've Invested the Item, you benefit from its constant magical abilities as long as you meet its other requirements (for most invested items, the only other requirement is that you must be wearing the item). This investiture lasts until you remove the item.",
				"You can invest no more than 10 items per day. If you remove an invested item, it loses its investiture. The item still counts against your daily limit after it loses its investiture. You reset the limit during your daily preparations, at which point you Invest your Items anew. If you're still wearing items you had invested the previous day, you can typically keep them invested on the new day, but they still count against your limit."
			]
		},
		{
			"name": "Investigate",
			"source": "CRB",
			"page": 480,
			"traits": [
				"concentrate",
				"exploration"
			],
			"actionType": {
				"basic": true
			},
			"entries": [
				"You seek out information about your surroundings while traveling at half speed. You use {@action Recall Knowledge|CRB} as a secret check to discover clues among the various things you can see and engage with as you journey along. You can use any skill that has a {@action Recall Knowledge|CRB} action while Investigating, but the GM determines whether the skill is relevant to the clues you could find."
			]
		},
		{
			"name": "Invigorating Fear",
			"source": "LOAG",
			"page": 123,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"actionType": {
				"ancestry": [
					"kitsune|LOAG"
				],
				"heritage": [
					"Dark Fields|LOAG"
				]
			},
			"frequency": {
				"unit": "hour",
				"number": 1
			},
			"trigger": "A creature within 60 feet gains the {@condition frightened} condition.",
			"entries": [
				"You are invigorated by the shock of a prank or the thrum of terror. You gain temporary Hit Points equal to the creature's level or 3, whichever is higher."
			]
		},
		{
			"name": "Invoke Celestial Privilege",
			"source": "CRB",
			"page": 123,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"actionType": {
				"ancestry": [
					"kitsune|LOAG"
				],
				"heritage": [
					"Celestial Envoy|LOAG"
				]
			},
			"trigger": "You attempt a saving throw against a {@trait divine} effect, but you haven't rolled yet.",
			"entries": [
				"You rise above the triggering effect, refusing to be harmed by it. You gain a +1 circumstance bonus to the triggering saving throw and to any other saving throws you attempt against {@trait divine} effects until the start of your next turn."
			]
		},
		{
			"name": "Iron Command",
			"source": "APG",
			"page": 116,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"traits": [
				"uncommon",
				"champion",
				"divine",
				"emotion",
				"enchantment",
				"mental"
			],
			"actionType": {
				"class": [
					"champion"
				],
				"subclass": [
					"Tyrant|APG"
				]
			},
			"trigger": "An enemy within 15 feet damages you.",
			"entries": [
				"You put an impertinent foe who dared harm you in their proper place. You command your enemy to kneel before you in obedience. If they dare to refuse, they must pay the price in pain and anguish. The foe must choose one of the following options.",
				{
					"type": "list",
					"items": [
						"The enemy kneels, dropping prone as a free action.",
						"The enemy refuses, and you deal 1d6 mental damage to it. This damage increases to 2d6 at 5th level, 3d6 at 9th level, 4d6 at 12th level, 5d6 at 16th level, and 6d6 at 19th level."
					]
				},
				"In addition, your {@action Strike||Strikes} against the triggering creature deal 1 extra damage until the end of your next turn. You choose whether the damage type is evil or negative each time you use this reaction. This extra damage increases to 2 at 9th level and 3 at 16th level."
			]
		},
		{
			"name": "Leap",
			"source": "CRB",
			"page": 470,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"actionType": {
				"basic": true
			},
			"entries": [
				"You take a careful, short jump. You can {@action Leap} up to 10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet horizontally if your Speed is at least 30 feet. You land in the space where your {@action Leap} ends (meaning you can typically clear a 5-foot gap, or a 10-foot gap if your Speed is 30 feet or more).",
				"If you {@action Leap} vertically, you can move up to 3 feet vertically and 5 feet horizontally onto an elevated surface.",
				"Jumping a greater distance requires using the {@skill Athletics} skill."
			]
		},
		{
			"name": "Learn a Spell",
			"source": "CRB",
			"page": 238,
			"traits": [
				"concentrate",
				"exploration"
			],
			"actionType": {
				"basic": true
			},
			"requirements": "You have a spellcasting class feature, and the spell you want to learn is on your magical tradition's spell list.",
			"entries": [
				"You can gain access to a new spell of your tradition from someone who knows that spell or from magical writing like a spellbook or scroll. If you can cast spells of multiple traditions, you can Learn a Spell of any of those traditions, but you must use the corresponding skill to do so. For example, if you were a {@class cleric} with the {@archetype bard||bard multiclass archetype}, you couldn't use {@skill Religion} to add an occult spell to your bardic spell repertoire.",
				"To learn the spell, you must do the following:",
				{
					"type": "list",
					"items": [
						"Spend 1 hour per level of the spell, during which you must remain in conversation with a person who knows the spell or have the magical writing in your possession.",
						"Have materials with the Price indicated in {@table Learning a Spell|CRB|Table 4-3: Learning a Spell}.",
						"Attempt a skill check for the skill corresponding to your tradition (DC determined by the GM, often close to the DC on {@table Learning a Spell|CRB|Table 4-3: Learning a Spell}). {@trait Uncommon} or {@trait rare} spells have {@table DC Adjustments|CRB|higher DCs}; full guidelines for the GM appear on page 503."
					]
				},
				"If you have a {@item spellbook}, Learning a Spell lets you add the spell to your {@item spellbook}; if you prepare spells from a list, it's added to your list; if you have a spell repertoire, you can select it when you add or swap spells.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You expend half the materials and learn the spell.",
						"Success": "You expend the materials and learn the spell.",
						"Failure": "You fail to learn the spell but can try again after you gain a level. The materials aren't expended.",
						"Critical Failure": "As failure, plus you expend half the materials."
					}
				}
			]
		},
		{
			"name": "Learn Name",
			"source": "SoM",
			"page": 245,
			"traits": [
				"rare",
				"downtime",
				"secret"
			],
			"actionType": {
				"variantrule": [
					"True Names|SoM"
				]
			},
			"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"
					}
				}
			]
		},
		{
			"name": "Liberating Step",
			"source": "CRB",
			"page": 107,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"traits": [
				"champion"
			],
			"actionType": {
				"class": [
					"champion"
				],
				"subclass": [
					"Liberator|APG"
				]
			},
			"trigger": "An enemy damages, Grabs, or {@action Grapple|CRB|Grapples} your ally, and both are within 15 feet of you.",
			"entries": [
				"You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level. The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to {@action Escape} from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn't need to escape."
			]
		},
		{
			"name": "Lie",
			"source": "CRB",
			"page": 246,
			"activity": {
				"number": 1,
				"unit": "round",
				"entry": "at least 1 Round"
			},
			"traits": [
				"auditory",
				"concentrate",
				"linguistic",
				"mental",
				"secret"
			],
			"actionType": {
				"basic": true,
				"skill": {
					"untrained": [
						"deception"
					]
				}
			},
			"entries": [
				"You try to fool someone with an untruth. Doing so takes at least 1 round, or longer if the lie is elaborate. You roll a single {@skill Deception} check and compare it against the {@skill Perception} DC of every creature you are trying to fool. The GM might give them a circumstance bonus based on the situation and the nature of the lie you are trying to tell. Elaborate or highly unbelievable lies are much harder to get a creature to believe than simpler and more believable lies, and some lies are so big that it's impossible to get anyone to believe them.",
				"At the GM's discretion, if a creature initially believes your lie, it might attempt a {@skill Perception} check later to Sense Motive against your {@skill Deception} DC to realize it's a lie. This usually happens if the creature discovers enough evidence to counter your statements.",
				{
					"type": "successDegree",
					"entries": {
						"Success": "The target believes your lie.",
						"Failure": "The target doesn't believe your lie and gains a +4 circumstance bonus against your attempts to Lie for the duration of your conversation. The target is also more likely to be suspicious of you in the future."
					}
				}
			]
		},
		{
			"name": "Living Fortification",
			"source": "G&G",
			"page": 110,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"traits": [
				"gunslinger"
			],
			"actionType": {
				"class": [
					"gunslinger|G&G"
				],
				"subclass": [
					"Vanguard|G&G"
				]
			},
			"trigger": "You roll Initiative.",
			"entries": [
				"You can posture defensively with firearms or crossbows, acting like a walking tower. {@action Interact} to draw a firearm or crossbow. You then position that weapon defensively, gaining a +1 circumstance bonus to AC until the start of your first turn, or a +2 circumstance bonus if the chosen weapon has the {@trait parry} trait."
			]
		},
		{
			"name": "Long Jump",
			"source": "CRB",
			"page": 242,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"actionType": {
				"basic": true,
				"skill": {
					"untrained": [
						"athletics"
					]
				}
			},
			"entries": [
				"You {@action Stride|CRB}, then make a horizontal {@action Leap|CRB} and attempt an {@skill Athletics} check to increase the length of your jump. The DC of the {@skill Athletics} check is equal to the total distance in feet you're attempting to move during your {@action Leap} (so you'd need to succeed at a DC 20 check to {@action Leap|CRB} 20 feet). You can't {@action Leap|CRB} farther than your Speed.",
				"If you didn't {@action Stride} at least 10 feet, or if you attempt to jump in a different direction than your {@action Stride|CRB}, you automatically fail your check. This DC might be increased or decreased due to the situation, as determined by the GM.",
				{
					"type": "successDegree",
					"entries": {
						"Success": "Increase the maximum horizontal distance you {@action Leap|CRB} to the desired distance.",
						"Failure": "You {@action Leap|CRB} normally.",
						"Critical Failure": "You {@action Leap|CRB} normally, but then fall and land {@condition prone|CRB}."
					}
				}
			]
		},
		{
			"name": "Long-Term Rest",
			"source": "CRB",
			"page": 481,
			"traits": [
				"downtime"
			],
			"actionType": {
				"basic": true
			},
			"entries": [
				"You can spend an entire day and night resting during downtime to recover Hit Points equal to your Constitution modifier (minimum 1) multiplied by twice your level."
			],
			"info": [
				{
					"type": "pf2-h1",
					"name": "Downtime Mode",
					"entries": [
						{
							"type": "pf2-h1-flavor",
							"entries": [
								"{@i Downtime mode is played day-by-day rather than minute-by-minute or scene-by-scene. Usually this mode of play occurs when you are in the safety of a settlement, maybe recovering from your adventures or studying an artifact you found.}"
							]
						}
					]
				},
				"Downtime gives you time to rest fully, engage in crafting or a professional endeavor, learn new spells, retrain feats, or just have fun. You can sell items acquired during your adventures, buy new goods, and perform other activities as determined by your feats, your skills, and the settlement where you are spending the downtime.",
				{
					"type": "pf2-h3",
					"name": "Other Downtime Activities",
					"entries": [
						"Work with your GM if there are other ways you want to spend downtime. You might need to pay for your cost of living (the prices for this can be found on page 294). You might acquire property, manage a business, become part of a guild or civic group, curry favor in a large city, take command of an army, take on an apprentice, start a family, or minister to a flock of the faithful."
					]
				}
			]
		},
		{
			"name": "Make an Impression",
			"source": "CRB",
			"page": 246,
			"traits": [
				"auditory",
				"concentrate",
				"exploration",
				"linguistic",
				"mental"
			],
			"actionType": {
				"basic": true,
				"skill": {
					"untrained": [
						"diplomacy"
					]
				}
			},
			"entries": [
				"With at least 1 minute of conversation, during which you engage in charismatic overtures, flattery, and other acts of goodwill, you seek to make a good impression on someone to make them temporarily agreeable. At the end of the conversation, attempt a {@skill Diplomacy} check against the Will DC of one target, modified by any circumstances the GM sees fit. Good impressions (or bad impressions, on a critical failure) last for only the current social interaction unless the GM decides otherwise.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target's attitude toward you improves by two steps.",
						"Success": "The target's attitude toward you improves by one step.",
						"Critical Failure": "The target's attitude toward you decreases by one step."
					}
				}
			],
			"info": [
				{
					"type": "pf2-sample-box",
					"name": "Changing Attitudes",
					"entries": [
						"Your influence on NPCs is measured with a set of attitudes that reflect how they view your character. These are only a brief summary of a creature's disposition. The GM will supply additional nuance based on the history and beliefs of the characters you're interacting with, and their attitudes can change in accordance with the story. The attitudes are detailed in the Conditions Appendix and are summarized here.",
						{
							"type": "list",
							"style": "list-hang",
							"items": [
								"{@b Helpful:} Willing to help you and responds favorably to your requests.",
								"{@b Friendly:} Has a good attitude toward you, but won't necessarily stick their neck out to help you.",
								"{@b Indifferent:} Doesn't care about you either way. (Most NPCs start out indifferent.)",
								"{@b Unfriendly:} Dislikes you and doesn't want to help you.",
								"{@b Hostile:} Actively works against you\u2014and might attack you just because of their dislike."
							]
						},
						"No one can ever change the attitude of a player character with these skills. You can roleplay interactions with player characters, and even use {@skill Diplomacy} results if the player wants a mechanical sense of how convincing or charming a character is, but players make the ultimate decisions about how their characters respond."
					]
				}
			]
		},
		{
			"name": "Maneuver in Flight",
			"source": "CRB",
			"page": 240,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"move"
			],
			"actionType": {
				"basic": true,
				"skill": {
					"trained": [
						"acrobatics"
					]
				}
			},
			"requirements": "You have a fly Speed.",
			"entries": [
				"You try a difficult maneuver while {@action Fly|CRB|Flying}. Attempt an {@skill Acrobatics} check. The GM determines what maneuvers are possible, but they rarely allow you to move farther than your fly Speed.",
				{
					"type": "successDegree",
					"entries": {
						"Success": "You succeed at the maneuver.",
						"Failure": "Your maneuver fails. The GM chooses if you simply can't move or if some other detrimental effect happens. The outcome should be appropriate for the maneuver you attempted (for instance, being blown off course if you were trying to fly against a strong wind).",
						"Critical Failure": "As failure, but the consequence is more dire."
					}
				}
			],
			"info": [
				{
					"type": "pf2-sample-box",
					"name": "Sample Maneuver in Flight Tasks",
					"entries": [
						{
							"type": "list",
							"style": "list-hang-notitle",
							"items": [
								{
									"type": "item",
									"name": "Trained",
									"entry": "steep ascent or descent"
								},
								{
									"type": "item",
									"name": "Expert",
									"entry": "fly against the wind, hover midair"
								},
								{
									"type": "item",
									"name": "Master",
									"entry": "reverse direction"
								},
								{
									"type": "item",
									"name": "Legendary",
									"entry": "fly through gale force winds"
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Manifest Eidolon",
			"source": "SoM",
			"page": 52,
			"activity": {
				"number": 3,
				"unit": "action"
			},
			"traits": [
				"concentrate",
				"conjuration",
				"manipulate",
				"summoner",
				"teleportation"
			],
			"actionType": {
				"class": [
					"summoner|SoM"
				]
			},
			"entries": [
				"Your eidolon appears in an open space adjacent to you, and can then take a single action. If your eidolon was already manifested, you unmanifest it instead.",
				"The conduit that allows your eidolon to manifest is also a tether between you. Your eidolon must remain within 100 feet of you at all times and can't willingly go beyond that limit. If forced beyond this distance, or if you are reduced to 0 Hit Points, your eidolon's physical form dissolves: your eidolon unmanifests, and you need to use Manifest Eidolon to manifest it again."
			],
			"special": [
				"This activity has the trait matching your eidolon's tradition ({@trait arcane}, {@trait divine}, {@trait occult}, or {@trait primal})."
			]
		},
		{
			"name": "Map the Area",
			"source": "GMG",
			"otherSources": {
				"Reprinted": [
					"QFF0|10"
				]
			},
			"page": 173,
			"traits": [
				"concentrate"
			],
			"actionType": {
				"variantrule": [
					"Hexploration|GMG"
				]
			},
			"entries": [
				"As long as your group has successfully {@action Reconnoiter|GMG|Reconnoitered} the hex, you can use this activity to create an accurate map of the hex with a successful {@skill Survival} check (typically at a trained or expert DC). When you have an accurate map of the hex, the DC of any check to navigate that hex is reduced by 2."
			]
		},
		{
			"name": "Master Strike",
			"source": "CRB",
			"page": 182,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"traits": [
				"incapacitation",
				"rogue"
			],
			"actionType": {
				"class": [
					"rogue"
				]
			},
			"frequency": {
				"unit": "round",
				"number": 1
			},
			"trigger": "Your {@action Strike} hits a {@condition flat-footed} creature and deals damage.",
			"entries": [
				"The target attempts a Fortitude save at your class DC. It then becomes temporarily immune to your Master Strike for 1 day.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target is unaffected.",
						"Success": "The target is {@condition enfeebled 2} until the end of your next turn.",
						"Failure": "The target is {@condition paralyzed} for 4 rounds.",
						"Critical Failure": "The target is {@condition paralyzed} for 4 rounds, knocked {@condition unconscious} for 2 hours, or killed (your choice)."
					}
				}
			]
		},
		{
			"name": "Mighty Rage",
			"source": "CRB",
			"page": 85,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"traits": [
				"barbarian"
			],
			"actionType": {
				"class": [
					"barbarian"
				]
			},
			"trigger": "You use the {@action Rage} action on your turn.",
			"entries": [
				"Use an action that has the {@trait rage} trait. Alternatively, you can increase the actions of the triggering {@action Rage} to 2 to instead use a 2-action activity with the rage trait."
			]
		},
		{
			"name": "Mount",
			"source": "CRB",
			"page": 472,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"move"
			],
			"actionType": {
				"basic": true
			},
			"requirements": "You are adjacent to a creature that is at least one size larger than you and is willing to be your mount.",
			"entries": [
				"You move onto the creature and ride it. If you're already mounted, you can instead use this action to dismount, moving off the mount into a space adjacent to it."
			]
		},
		{
			"name": "Mutagenic Flashback",
			"source": "CRB",
			"page": 73,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"traits": [
				"alchemist"
			],
			"actionType": {
				"class": [
					"alchemist"
				],
				"subclass": [
					"Mutagenist"
				]
			},
			"frequency": {
				"unit": "day",
				"number": 1
			},
			"entries": [
				"You experience a brief resurgence of a mutagen. Choose one mutagen you've consumed since your last daily preparations. You gain the effects of that mutagen for 1 minute."
			]
		},
		{
			"name": "One Shot, One Kill",
			"source": "G&G",
			"page": 110,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"traits": [
				"gunslinger"
			],
			"actionType": {
				"class": [
					"gunslinger|G&G"
				],
				"subclass": [
					"Sniper|G&G"
				]
			},
			"trigger": "You roll {@skill Stealth} for Initiative.",
			"entries": [
				"Your first shot is the deadliest. {@action Interact} to draw a firearm or crossbow. On your first turn, your first {@action Strike} with that weapon deals an additional {@damage 1d6} precision damage. This precision damage increases to {@damage 2d6} at 9th level and {@damage 3d6} at 15th level."
			]
		},
		{
			"name": "Opportune Riposte",
			"source": "APG",
			"page": 86,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"traits": [
				"swashbuckler"
			],
			"actionType": {
				"class": [
					"swashbuckler|APG"
				]
			},
			"trigger": "A foe within your reach critically fails a {@action Strike} against you.",
			"entries": [
				"You take advantage of an opening from your enemy's fumbled attack. You either make a melee {@action Strike} against the triggering foe or attempt to {@action Disarm} it of the weapon it used for the Strike."
			]
		},
		{
			"name": "Overdrive",
			"source": "G&G",
			"page": 16,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"inventor",
				"manipulate"
			],
			"actionType": {
				"class": [
					"inventor|G&G"
				]
			},
			"frequency": {
				"unit": "round",
				"number": 1
			},
			"entries": [
				"Temporarily cranking the gizmos on your body into overdrive, you try to add greater power to your attacks. Attempt a {@skill Crafting} check that has a {@table DCs by Level||standard DC for your level}.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "Your gizmos go into a state of incredible efficiency called critical overdrive, adding great power to your attacks. Your {@action Strike||Strikes} deal additional damage equal to your Intelligence modifier for 1 minute. After the Overdrive ends, your gizmos become unusable as they cool down or reset, and you can't use Overdrive for 1 minute.",
						"Success": "Your gizmos go into overdrive, adding power to your attacks. As critical success, except the additional damage is equal to half your Intelligence modifier.",
						"Failure": "You make a miscalculation and nothing happens.",
						"Critical Failure": "Whoops! Something explodes. You take fire damage equal to your level, and you can't use Overdrive again for 1 minute as your gizmos cool down and reset."
					}
				}
			],
			"special": [
				"When under the effects of Overdrive, you can still use the Overdrive action. You can't extend your Overdrive's duration this way, but you can turn an overdrive into a critical overdrive if you critically succeed. A failure has no effect on your current Overdrive, and you end your Overdrive on a critical failure."
			]
		},
		{
			"name": "Palm an Object",
			"source": "CRB",
			"page": 253,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"manipulate"
			],
			"actionType": {
				"basic": true,
				"skill": {
					"untrained": [
						"thievery"
					]
				}
			},
			"entries": [
				"Palming a small, unattended object without being noticed requires you to roll a single {@skill Thievery} check against the {@skill Perception} DCs of all creatures who are currently observing you. You take the object whether or not you successfully conceal that you did so. You can typically only Palm Objects of negligible Bulk, though the GM might determine otherwise depending on the situation.",
				{
					"type": "successDegree",
					"entries": {
						"Success": "The creature does not notice you Palming the Object.",
						"Failure": "The creature notices you Palming the Object, and the GM determines the creature's response."
					}
				}
			]
		},
		{
			"name": "Perform",
			"source": "CRB",
			"page": 250,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"concentrate"
			],
			"actionType": {
				"basic": true,
				"skill": {
					"untrained": [
						"performance"
					]
				}
			},
			"entries": [
				"When making a brief performance\u2014one song, a quick dance, or a few jokes\u2014you use the Perform action. This action is most useful when you want to prove your capability or impress someone quickly. Performing rarely has an impact on its own, but it might influence the DCs of subsequent {@skill Diplomacy} checks against the observers\u2014or even change their attitudes\u2014if the GM sees fit.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "Your performance impresses the observers, and they're likely to share stories of your ability.",
						"Success": "You prove yourself, and observers appreciate the quality of your performance.",
						"Failure": "Your performance falls flat.",
						"Critical Failure": "You demonstrate only incompetence."
					}
				}
			],
			"info": [
				{
					"type": "pf2-sample-box",
					"name": "Sample Perform Tasks",
					"entries": [
						{
							"type": "list",
							"style": "list-hang-notitle",
							"items": [
								{
									"type": "item",
									"name": "Untrained",
									"entry": "audience of commoners"
								},
								{
									"type": "item",
									"name": "Trained",
									"entry": "audience of artisans"
								},
								{
									"type": "item",
									"name": "Expert",
									"entry": "audience of merchants or minor nobles"
								},
								{
									"type": "item",
									"name": "Master",
									"entry": "audience of high nobility or minor royalty"
								},
								{
									"type": "item",
									"name": "Legendary",
									"entry": "audience of major royalty or otherworldly beings"
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Pick a Lock",
			"source": "CRB",
			"page": 253,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"traits": [
				"manipulate"
			],
			"actionType": {
				"basic": true,
				"skill": {
					"trained": [
						"thievery"
					]
				}
			},
			"requirements": "You have {@item thieves' tools|CRB}.",
			"entries": [
				"Opening a lock without a key is very similar to {@action Disable a Device|CRB|Disabling a Device}, but the DC of the check is determined by the complexity and construction of the lock you are attempting to pick (locks and their DCs are found on page 290). Locks of higher qualities might require multiple successes to unlock, since otherwise even an unskilled burglar could easily crack the lock by attempting the check until they rolled a natural 20. If you lack the proper tools, the GM might let you used improvised picks, which are treated as shoddy tools, depending on the specifics of the lock.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You unlock the lock, or you achieve two successes toward opening a complex lock. You leave no trace of your tampering.",
						"Success": "You open the lock, or you achieve one success toward opening a complex lock.",
						"Critical Failure": "You break your tools. Fixing them requires using {@skill Crafting} to {@action Repair|CRB} them or else swapping in replacement picks (costing 3 sp, or 3 gp for {@item infiltrator thieves' tools|CRB})."
					}
				}
			]
		},
		{
			"name": "Pistolero's Retort",
			"source": "G&G",
			"page": 108,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"traits": [
				"gunslinger"
			],
			"actionType": {
				"class": [
					"gunslinger|G&G"
				],
				"subclass": [
					"Pistolero|G&G"
				]
			},
			"trigger": "A foe within the first range increment of the onehanded firearm or one-handed crossbow you're wielding critically fails an attack roll against you.",
			"requirements": "You're wielding a one-handed firearm or one-handed crossbow.",
			"entries": [
				"You punish your foe's failure with a shot. Make a {@action Strike} against the triggering foe with a one-handed firearm or one-handed crossbow."
			]
		},
		{
			"name": "Point Out",
			"source": "CRB",
			"page": 472,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"auditory",
				"manipulate",
				"visual"
			],
			"actionType": {
				"basic": true
			},
			"requirements": "A creature is {@condition undetected|CRB} by one or more of your allies but isn't {@condition undetected|CRB} by you.",
			"entries": [
				"You indicate a creature that you can see to one or more allies, gesturing in a direction and describing the distance verbally. That creature is {@condition hidden|CRB} to your allies, rather than {@condition undetected|CRB}. This works only for allies who can see you and are in a position where they could potentially detect the target. If your allies can't hear or understand you, they must succeed at a {@skill Perception} check against the creature's {@skill Stealth} DC or they misunderstand and believe the target is in a different location."
			]
		},
		{
			"name": "Pointed Question",
			"source": "APG",
			"page": 58,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"auditory",
				"concentrate",
				"investigator",
				"linguistic",
				"mental"
			],
			"actionType": {
				"class": [
					"investigator|APG"
				],
				"subclass": [
					"Interrogation|APG"
				]
			},
			"frequency": {
				"unit": "minute",
				"interval": 10,
				"number": 1
			},
			"entries": [
				"You ask a question that charms or needles someone in just the right way. Ask a question of a non-allied creature that you can see and have been conversing with. Attempt a {@skill Diplomacy} check against the creature's Will DC. The creature is then temporarily immune for 1 hour.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target must directly answer your question. It doesn't have to answer truthfully, but you gain a +4 circumstance bonus to your {@skill Perception} DC if the creature attempts to {@action Lie} to you.",
						"Success": "As critical success, but the circumstance bonus is +2.",
						"Failure": "The target can refuse to answer you as normal.",
						"Critical Failure": "The target can refuse to answer you as normal, and its attitude toward you decreases by one step due to your aggravating attention."
					}
				}
			]
		},
		{
			"name": "Practical Research",
			"source": "SoT1",
			"page": 63,
			"traits": [
				"downtime"
			],
			"requirements": "You are a conversant or lore-speaker.",
			"entries": [
				"You identify something interesting in the field and perform special research on it. This requires an appropriate check, which the GM will describe when the opportunity arises. The results of the check vary. While they typically include all the benefits of the Study activity, some opportunities for Practical Research also offer unique benefits, such as access to new character options."
			]
		},
		{
			"name": "Pursue a Lead",
			"source": "APG",
			"page": 56,
			"traits": [
				"concentrate",
				"exploration",
				"investigator"
			],
			"actionType": {
				"class": [
					"investigator|APG"
				]
			},
			"frequency": {
				"unit": "minute",
				"interval": 10,
				"number": 1
			},
			"entries": [
				"You spend 1 minute examining the details of one potential clue, designating the subject related to that clue as the target of your active investigation. This subject is typically a single creature, item, or small location (such as a room or corridor), but the GM might allow a different scope for your investigation. You don't need to know the identity, purpose, or nature of the subject, but you do need to be aware of its existence. For instance, finding a footprint is enough to investigate the creature that left it, and seeing a hasty sketch of an item or location can be enough to start your investigation of that subject.",
				"Whenever you attempt a {@skill Perception} or skill check to investigate a designated subject, you gain a +1 circumstance bonus to the check. The exact checks this applies to depend on the actions you use to investigate and are determined by the GM, but checks to investigate are typically {@skill Perception} checks or skill checks that use Intelligence, Wisdom, or Charisma.",
				"You can maintain two active investigations at a time. If you Pursue another Lead after that, the subject must be different from any of your current investigations (or rather, they must be different as far as you know), and you give up on a current subject of your choice. Once you've given up pursuit of a subject, you can't Pursue that Lead again until after the next time you make your daily preparations."
			]
		},
		{
			"name": "Quick Alchemy",
			"source": "CRB",
			"page": 72,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"alchemist",
				"manipulate"
			],
			"actionType": {
				"class": [
					"alchemist"
				]
			},
			"cost": "1 batch of infused reagents",
			"requirements": "You have the formula for the alchemical item you're creating, and you're either holding or wearing {@item alchemist's tools|CRB}.",
			"entries": [
				"You swiftly mix up a short-lived alchemical item to use at a moment's notice. You create a single alchemical consumable item of your advanced alchemy level or lower that's in your formula book without having to spend the normal monetary cost in alchemical reagents or needing to attempt a {@skill Crafting} check. This item has the {@trait infused} trait, but it remains potent only until the start of your next turn."
			]
		},
		{
			"name": "Quick Tincture",
			"source": "APG",
			"page": 57,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"investigator",
				"manipulate"
			],
			"actionType": {
				"class": [
					"investigator|APG"
				],
				"subclass": [
					"Alchemical Sciences|APG"
				]
			},
			"cost": "1 versatile vial",
			"requirements": "You know the formula for the alchemical item you're creating, you are holding or wearing {@item alchemist's tools|CRB}, and you have a free hand.",
			"entries": [
				"You quickly brew up a short-lived tincture. You create a single alchemical elixir or tool of your level or lower without having to spend the normal monetary cost in alchemical reagents or needing to attempt a {@skill Crafting} check. This item has the {@trait infused} trait, but it remains potent only until the end of the current turn."
			]
		},
		{
			"name": "Raconteur's Reload",
			"source": "G&G",
			"page": 109,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"gunslinger"
			],
			"actionType": {
				"class": [
					"gunslinger|G&G"
				],
				"subclass": [
					"Pistolero|G&G"
				]
			},
			"entries": [
				"Your rapid or forceful words draw the enemy's attention away from your hands long enough to chamber another bullet. {@action Interact} to reload and then attempt a {@skill Deception} check to {@action Create a Diversion} or an {@skill Intimidation} check to {@action Demoralize}."
			]
		},
		{
			"name": "Rage",
			"source": "CRB",
			"page": 84,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"barbarian",
				"concentrate",
				"emotion",
				"mental"
			],
			"actionType": {
				"class": [
					"barbarian"
				]
			},
			"requirements": "You aren't {@condition fatigued} or raging.",
			"entries": [
				"You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall {@condition unconscious}, whichever comes first. You can't voluntarily stop raging. While you are raging:",
				{
					"type": "list",
					"items": [
						"You deal 2 additional damage with melee weapons and unarmed attacks. This additional damage is halved if your weapon or unarmed attack is {@trait agile}.",
						"You take a \u20131 penalty to AC.",
						"You can't use actions with the {@trait concentrate} trait unless they also have the {@trait rage} trait. You can {@action Seek|CRB} while raging."
					]
				},
				"After you stop raging, you lose any remaining temporary Hit Points from {@action Rage}, and you can't {@action Rage} again for 1 minute."
			]
		},
		{
			"name": "Raise a Shield",
			"source": "CRB",
			"page": 472,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"actionType": {
				"basic": true
			},
			"requirements": "You are wielding a shield.",
			"entries": [
				"You position your shield to protect yourself. When you have Raised a Shield, you gain its listed circumstance bonus to AC. Your shield remains raised until the start of your next turn."
			]
		},
		{
			"name": "Rally",
			"source": "GMG",
			"page": 201,
			"traits": [
				"auditory",
				"emotion",
				"exploration",
				"linguistic",
				"mental"
			],
			"actionType": {
				"variantrule": [
					"Stamina|GMG"
				]
			},
			"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."
			]
		},
		{
			"name": "Ready",
			"source": "CRB",
			"page": 470,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"traits": [
				"concentrate"
			],
			"actionType": {
				"basic": true
			},
			"entries": [
				"You prepare to use an action that will occur outside your turn. Choose a single action or free action you can use, and designate a trigger. Your turn then ends. If the trigger you designated occurs before the start of your next turn, you can use the chosen action as a reaction (provided you still meet the requirements to use it). You can't Ready a free action that already has a trigger.",
				"If you have a multiple attack penalty and your readied action is an attack action, your readied attack takes the multiple attack penalty you had at the time you used Ready. This is one of the few times the multiple attack penalty applies when it's not your turn."
			]
		},
		{
			"name": "Recall Ammunition",
			"source": "G&G",
			"page": 140,
			"activity": {
				"unit": "reaction",
				"number": 1
			},
			"traits": [
				"conjuration",
				"magical",
				"spellshot",
				"teleportation"
			],
			"actionType": {
				"class": [
					"gunslinger|G&G"
				],
				"archetype": [
					"Spellshot|G&G"
				]
			},
			"trigger": "You miss with a firearm or crossbow {@action Strike} while using an ordinary level-0 bolt or bullet",
			"entries": [
				"You amplify the connection between bullet and firearm, calling your missed shot back into your gun. The ammunition you just fired is reloaded back into your gun and immediately ready to fire again."
			]
		},
		{
			"name": "Recall Knowledge",
			"alias": [
				"Identify"
			],
			"source": "CRB",
			"page": 239,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"concentrate",
				"secret"
			],
			"actionType": {
				"basic": true
			},
			"entries": [
				"You attempt a skill check to try to remember a bit of knowledge regarding a topic related to that skill. The GM determines the DCs for such checks and which skills apply.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You recall the knowledge accurately and gain additional information or context.",
						"Success": "You recall the knowledge accurately or gain a useful clue about your current situation.",
						"Critical Failure": "You recall incorrect information or gain an erroneous or misleading clue."
					}
				}
			],
			"info": [
				"The following skills can be used to Recall Knowledge, getting information about the listed topics. In some cases, you can get the GM's permission to use a different but related skill, usually against a higher DC than normal. Some topics might appear on multiple lists, but the skills could give different information. For example, {@skill Arcana} might tell you about the magical defenses of a golem, whereas {@skill Crafting} could tell you about its sturdy resistance to physical attacks.",
				{
					"type": "list",
					"items": [
						"{@b {@skill Arcana}:} Arcane theories, magical traditions, creatures of arcane significance, and arcane planes.",
						"{@b {@skill Crafting}:} Alchemical reactions and creatures, item value, engineering, unusual materials, and constructs.",
						"{@b Lore:} The subject of the Lore skill's subcategory.",
						"{@b {@skill Medicine}:} Diseases, poisons, wounds, and forensics.",
						"{@b {@skill Nature}:} The environment, flora, geography, weather, creatures of natural origin, and natural planes.",
						"{@b {@skill Occultism}:} Ancient mysteries, obscure philosophy, creatures of occult significance, and esoteric planes.",
						"{@b {@skill Religion}:} Divine agents, divine planes, theology, obscure myths, and creatures of religious significance.",
						"{@b Society:} Local history, key personalities, legal institutions, societal structure, and humanoid culture."
					]
				},
				"The GM might allow checks to {@action Recall Knowledge} using other skills. For example, you might assess the skill of an acrobat using {@skill Acrobatics}. If you're using a physical skill (like in this example), the GM will most likely have you use a mental ability score\u2014typically Intelligence\u2014instead of the skill's normal physical ability score.",
				{
					"type": "pf2-sample-box",
					"name": "Recall Knowledge Tasks",
					"entries": [
						"These examples use {@skill Society} or {@skill Religion}.",
						{
							"type": "list",
							"style": "list-hang-notitle",
							"items": [
								{
									"type": "item",
									"name": "Untrained",
									"entry": "name of a ruler, key noble, or major deity"
								},
								{
									"type": "item",
									"name": "Trained",
									"entry": "line of succession for a major noble family, core doctrines of a major deity"
								},
								{
									"type": "item",
									"name": "Expert",
									"entry": "genealogy of a minor noble, teachings of an ancient priest"
								},
								{
									"type": "item",
									"name": "Master",
									"entry": "hierarchy of a genie noble court, major extraplanar temples of a deity"
								},
								{
									"type": "item",
									"name": "Legendary",
									"entry": "existence of a long-lost noble heir, secret doctrines of a religion"
								}
							]
						}
					]
				},
				{
					"type": "pf2-h3",
					"page": 505,
					"source": "CRB",
					"name": "Recall Knowledge",
					"entries": [
						"On most topics, you can use simple DCs for checks to {@action Recall Knowledge}. For a check about a specific creature, trap, or other subject with a level, use a {@quickref level-based DCs||4|level-based dcs} (adjusting for rarity as needed). You might adjust the difficulty down, maybe even drastically, if the subject is especially notorious or famed. Knowing simple tales about an infamous dragon's exploits, for example, might be incredibly easy for the dragon's level, or even just a simple trained DC.",
						{
							"type": "pf2-h4",
							"page": 505,
							"name": "Alternative Skills",
							"entries": [
								"As noted in the action's description, a character might attempt to {@action Recall Knowledge} using a different skill than the ones listed as the default options. If the skill is highly applicable, like using {@skill Medicine} to identify a medicinal tonic, you probably don't need to adjust the DC. If its relevance is a stretch, adjust the DC upward as described in {@quickref Adjusting Difficulty||4|Adjusting Difficulty}."
							]
						},
						{
							"type": "pf2-h4",
							"page": 505,
							"name": "Additional Knowledge",
							"entries": [
								"Sometimes a character might want to follow up on a check to {@action Recall Knowledge}, rolling another check to discover more information. After a success, further uses of {@action Recall Knowledge} can yield more information, but you should adjust the difficulty to be higher for each attempt. Once a character has attempted an incredibly hard check or failed a check, further attempts are fruitless\u2014the character has recalled everything they know about the subject."
							]
						},
						{
							"type": "pf2-h4",
							"page": 505,
							"name": "Creature Identification",
							"entries": [
								"A character who successfully identifies a creature learns one of its best-known attributes\u2014such as a troll's regeneration (and the fact that it can be stopped by acid or fire) or a manticore's tail spikes. On a critical success, the character also learns something subtler, like a demon's weakness or the trigger for one of the creature's reactions.",
								"The skill used to identify a creature usually depends on that creature's trait, as shown on Table 10\u20137, but you have leeway on which skills apply. For instance, hags are humanoids but have a strong connection to occult spells and live outside society, so you might allow a character to use {@skill Occultism} to identify them without any DC adjustment, while Society is harder. Lore skills can also be used to identify their specific creature. Using the applicable Lore usually has an easy or very easy DC (before adjusting for rarity).",
								{
									"name": "Creature Identification Skills",
									"type": "table",
									"id": "10-7",
									"source": "CRB",
									"page": 506,
									"colStyles": [
										"text-left",
										"text-center"
									],
									"rows": [
										[
											"Creature Trait",
											"Skills"
										],
										[
											"Aberration",
											"{@skill Occultism}"
										],
										[
											"Animal",
											"{@skill Nature}"
										],
										[
											"Astral",
											"{@skill Occultism}"
										],
										[
											"Beast",
											"{@skill Arcana}, {@skill Nature}"
										],
										[
											"Celestial",
											"{@skill Religion}"
										],
										[
											"Construct",
											"{@skill Arcana}, {@skill Crafting}"
										],
										[
											"Dragon",
											"{@skill Arcana}"
										],
										[
											"Elemental",
											"{@skill Arcana}, {@skill Nature}"
										],
										[
											"Ethereal",
											"{@skill Occultism}"
										],
										[
											"Fey",
											"{@skill Nature}"
										],
										[
											"Fiend",
											"{@skill Religion}"
										],
										[
											"Fungus",
											"{@skill Nature}"
										],
										[
											"Humanoid",
											"{@skill Society}"
										],
										[
											"Monitor",
											"{@skill Religion}"
										],
										[
											"Ooze",
											"{@skill Occultism}"
										],
										[
											"Plant",
											"{@skill Nature}"
										],
										[
											"Spirit",
											"{@skill Occultism}"
										],
										[
											"Undead",
											"{@skill Religion}"
										]
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Reconnoiter",
			"source": "GMG",
			"page": 173,
			"otherSources": {
				"Reprinted": [
					"QFF0|10"
				]
			},
			"traits": [
				"concentrate"
			],
			"actionType": {
				"variantrule": [
					"Hexploration|GMG"
				]
			},
			"entries": [
				"You spend time surveying and exploring a specific area, getting the lay of the land and looking for unusual features and specific sites. Reconnoitering a single hex takes a number of hexploration activities equal to the number of Travel activities necessary to traverse the hex\u20141 for open terrain, 2 for {@quickref difficult terrain||3|terrain}, and 3 for {@quickref greater difficult terrain||3|terrain}. Traveling on roads doesn't lessen the time required to Reconnoiter. Once the hex has been Reconnoitered, you can {@action Map the Area|GMG} to reduce your chance of getting lost in that hex. You automatically find any special feature that doesn't require a check to find, and you attempt the appropriate checks to find hidden special features.",
				"For instance, if you were looking for an obvious rock formation among some hills, you would spend 2 hexploration activities to Reconnoiter the hex, and you'd find the rock formation. But if you were looking for a hidden tengu monastery somewhere in some deep forests, after spending 2 activities to Reconnoiter the forest hex, you would have to succeed at a {@skill Perception} check as part of your Reconnoiter activity to find the monastery."
			]
		},
		{
			"name": "Refocus",
			"source": "CRB",
			"page": 300,
			"activity": {
				"number": 10,
				"unit": "minute"
			},
			"traits": [
				"concentrate",
				"exploration"
			],
			"actionType": {
				"basic": true
			},
			"requirements": "You have a focus pool, and you have spent at least 1 Focus Point since you last regained any Focus Points.",
			"entries": [
				"You spend 10 minutes performing deeds to restore your magical connection. This restores 1 Focus Point to your focus pool. The deeds you need to perform are specified in the class or ability that gives you your focus spells. These deeds can usually overlap with other tasks that relate to the source of your focus spells. For instance, a cleric with focus spells from a good deity can usually {@action Refocus} while tending the wounds of their allies, and a wizard of the illusionist school might be able to {@action Refocus} while attempting to {@action Identify Magic|CRB} of the illusion school."
			]
		},
		{
			"name": "Release",
			"source": "CRB",
			"page": 470,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"traits": [
				"manipulate"
			],
			"actionType": {
				"basic": true
			},
			"entries": [
				"You release something you're holding in your hand or hands. This might mean dropping an item, removing one hand from your weapon while continuing to hold it in another hand, releasing a rope suspending a chandelier, or performing a similar action. Unlike most {@trait manipulate} actions, Release does not trigger reactions that can be triggered by actions with the {@trait manipulate} trait (such as {@action Attack of Opportunity|CRB}).",
				"If you want to prepare to Release something outside of your turn, use the {@action Ready|CRB} activity."
			]
		},
		{
			"name": "Reloading Strike",
			"source": "G&G",
			"page": 108,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"gunslinger"
			],
			"actionType": {
				"class": [
					"gunslinger|G&G"
				],
				"subclass": [
					"Drifter|G&G"
				]
			},
			"requirements": "You're wielding a firearm or crossbow in one hand, and your other hand either wields a one-handed melee weapon or is empty.",
			"entries": [
				"You make a melee attack and then reload your gun in one fluid movement. {@action Strike} an opponent within reach with your one-handed melee weapon (or, if your other hand is empty, with an unarmed attack), and then {@action Interact} to reload. You don't need a free hand to reload in this way."
			]
		},
		{
			"name": "Repair",
			"source": "CRB",
			"page": 243,
			"activity": {
				"number": 10,
				"unit": "minute",
				"entry": "10 minutes"
			},
			"traits": [
				"exploration",
				"manipulate"
			],
			"actionType": {
				"basic": true,
				"skill": {
					"untrained": [
						"crafting"
					]
				}
			},
			"requirements": "You have a {@item repair kit|CRB}.",
			"entries": [
				"You spend 10 minutes attempting to fix a damaged item, placing the item on a stable surface and using the {@item repair kit|CRB} with both hands. The GM sets the DC, but it's usually about the same DC to Repair a given item as it is to {@action Craft} it in the first place. You can't Repair a destroyed item.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You restore 10 Hit Points to the item, plus an additional 10 Hit Points per proficiency rank you have in {@skill Crafting} (a total of 20 HP if you're trained, 30 HP if you're an expert, 40 HP if you're a master, or 50 HP if you're legendary).",
						"Success": "You restore 5 Hit Points to the item, plus an additional 5 per proficiency rank you have in {@skill Crafting} (for a total of 10 HP if you are trained, 15 HP if you're an expert, 20 HP if you're a master, or 25 HP if you're legendary).",
						"Critical Failure": "You deal {@damage 2d6} damage to the item. Apply the item's Hardness to this damage."
					}
				}
			]
		},
		{
			"name": "Repeat a Spell",
			"source": "CRB",
			"page": 480,
			"traits": [
				"concentrate",
				"exploration"
			],
			"actionType": {
				"basic": true
			},
			"entries": [
				"You repeatedly cast the same spell while moving at half speed. Typically, this spell is a cantrip that you want to have in effect in the event a combat breaks out, and it must be one you can cast in 2 actions or fewer. In order to prevent fatigue due to repeated casting, you'll likely use this activity only when something out of the ordinary occurs.",
				"You can instead use this activity to continue {@action Sustain a Spell|CRB|Sustaining a Spell} or {@action Sustain an Activation|CRB|Activation} with a sustained duration. Most such spells or item effects can be sustained for 10 minutes, though some specify they can be sustained for a different duration."
			]
		},
		{
			"name": "Request",
			"source": "CRB",
			"page": 247,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"auditory",
				"concentrate",
				"linguistic",
				"mental"
			],
			"actionType": {
				"basic": true,
				"skill": {
					"untrained": [
						"diplomacy"
					]
				}
			},
			"entries": [
				"You can make a request of a creature that's {@condition friendly|CRB} or {@condition helpful|CRB} to you. You must couch the request in terms that the target would accept given their current attitude toward you. The GM sets the DC based on the difficulty of the request. Some requests are unsavory or impossible, and even a helpful NPC would never agree to them.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target agrees to your request without qualifications.",
						"Success": "The target agrees to your request, but they might demand added provisions or alterations to the request.",
						"Failure": "The target refuses the request, though they might propose an alternative that is less extreme.",
						"Critical Failure": "Not only does the target refuse the request, but their attitude toward you decreases by one step due to the temerity of the request."
					}
				}
			]
		},
		{
			"name": "Research",
			"source": "GMG",
			"page": 154,
			"traits": [
				"concentrate",
				"exploration",
				"linguistic"
			],
			"actionType": {
				"variantrule": [
					"Research|GMG"
				]
			},
			"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."
					}
				}
			]
		},
		{
			"name": "Retraining",
			"source": "CRB",
			"page": 481,
			"traits": [
				"downtime"
			],
			"actionType": {
				"basic": true
			},
			"entries": [
				"Retraining offers a way to alter some of your character choices, which is helpful when you want to take your character in a new direction or change decisions that didn't meet your expectations. You can retrain feats, skills, and some selectable class features. You can't retrain your ancestry, heritage, background, class, or ability scores. You can't perform other downtime activities while retraining.",
				"Retraining usually requires you to spend time learning from a teacher, whether that entails physical training, studying at a library, or falling into shared magical trances. Your GM determines whether you can get proper training or whether something can be retrained at all. In some cases, you'll have to pay your instructor.",
				"Some abilities can be difficult or impossible to retrain (for instance, a sorcerer can retrain their bloodline only in extraordinary circumstances).",
				"When retraining, you generally can't make choices you couldn't make when you selected the original option. For instance, you can't exchange a 2nd-level skill feat for a 4th-level one, or for one that requires prerequisites you didn't meet at the time you took the original feat. If you don't remember whether you met the prerequisites at the time, ask your GM to make the call. If you cease to meet the prerequisites for an ability due to retraining, you can't use that ability. You might need to retrain several abilities in sequence in order to get all the abilities you want.",
				{
					"type": "pf2-h3",
					"name": "Feats",
					"entries": [
						"You can spend a week of downtime retraining to swap out one of your feats. Remove the old feat and replace it with another of the same type. For example, you could swap a skill feat for another skill feat, but not for a wizard feat."
					]
				},
				{
					"type": "pf2-h3",
					"name": "Skills",
					"entries": [
						"You can spend a week of downtime retraining to swap out one of your skill increases. Reduce your proficiency rank in the skill losing its increase by one step and increase your proficiency rank in another skill by one step. The new proficiency rank has to be equal to or lower than the proficiency rank you traded away. For instance, if your bard is a master in {@skill Performance} and {@skill Stealth}, and an expert in {@skill Occultism}, you could reduce the character's proficiency in {@skill Stealth} to expert and become a master in {@skill Occultism}, but you couldn't reassign that skill increase to become legendary in {@skill Performance}. Keep track of your level when you reassign skill increases; the level at which your skill proficiencies changed can influence your ability to retrain feats with skill prerequisites.",
						"You can also spend a week to retrain an initial trained skill you gained during character creation."
					]
				},
				{
					"type": "pf2-h3",
					"name": "Class Features",
					"entries": [
						"You can change a class feature that required a choice, making a different choice instead. Some, like changing a spell in your spell repertoire, take a week. The GM will tell you how long it takes to retrain larger choices like a druid order or a wizard school\u2014always at least a month."
					]
				}
			],
			"info": [
				{
					"type": "pf2-h1",
					"name": "Downtime Mode",
					"entries": [
						{
							"type": "pf2-h1-flavor",
							"entries": [
								"{@i Downtime mode is played day-by-day rather than minute-by-minute or scene-by-scene. Usually this mode of play occurs when you are in the safety of a settlement, maybe recovering from your adventures or studying an artifact you found.}"
							]
						}
					]
				},
				"Downtime gives you time to rest fully, engage in crafting or a professional endeavor, learn new spells, retrain feats, or just have fun. You can sell items acquired during your adventures, buy new goods, and perform other activities as determined by your feats, your skills, and the settlement where you are spending the downtime.",
				{
					"type": "pf2-h3",
					"name": "Other Downtime Activities",
					"entries": [
						"Work with your GM if there are other ways you want to spend downtime. You might need to pay for your cost of living (the prices for this can be found on page 294). You might acquire property, manage a business, become part of a guild or civic group, curry favor in a large city, take command of an army, take on an apprentice, start a family, or minister to a flock of the faithful."
					]
				}
			]
		},
		{
			"name": "Retributive Strike",
			"source": "CRB",
			"page": 107,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"traits": [
				"champion"
			],
			"actionType": {
				"class": [
					"champion"
				],
				"subclass": [
					"Paladin|APG"
				]
			},
			"trigger": "An enemy damages your ally, and both are within 15 feet of you.",
			"entries": [
				"You protect your ally and strike your foe. The ally gains resistance to all damage against the triggering damage equal to 2 + your level. If the foe is within reach, make a melee Strike against it."
			]
		},
		{
			"name": "Run Over",
			"source": "GMG",
			"page": 176,
			"activity": {
				"number": 3,
				"unit": "action"
			},
			"traits": [
				"move",
				"reckless"
			],
			"actionType": {
				"variantrule": [
					"Vehicles|GMG"
				]
			},
			"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."
			]
		},
		{
			"name": "Scout",
			"source": "CRB",
			"page": 480,
			"traits": [
				"concentrate",
				"exploration"
			],
			"actionType": {
				"basic": true
			},
			"entries": [
				"You scout ahead and behind the group to watch danger, moving at half speed. At the start of the next encounter, every creature in your party gains a +1 circumstance bonus to their initiative rolls."
			]
		},
		{
			"name": "Scout Location",
			"source": "GMG",
			"page": 163,
			"traits": [
				"downtime",
				"secret"
			],
			"actionType": {
				"variantrule": [
					"Infiltration|GMG"
				]
			},
			"entries": [
				"You spend time observing the place or group you wish to infiltrate. Attempt a normal, hard, or very hard DC {@skill Perception}, {@skill 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."
					}
				}
			]
		},
		{
			"name": "Search",
			"source": "CRB",
			"page": 480,
			"traits": [
				"concentrate",
				"exploration"
			],
			"actionType": {
				"basic": true
			},
			"entries": [
				"You {@action Seek|CRB} meticulously for hidden doors, concealed hazards, and so on. You can usually make an educated guess as to which locations are best to check and move at half speed, but if you want to be thorough and guarantee you checked everything, you need to travel at a Speed of no more than 300 feet per minute, or 150 feet per minute to ensure you check everything before you walk into it. You can always move more slowly while {@action Search||Searching} to cover the area more thoroughly, and the {@feat Expeditious Search} feat increases these maximum Speeds. If you come across a secret door, item, or hazard while {@action Search||Searching}, the GM will attempt a free secret check to {@action Seek} to see if you notice the hidden object or hazard. In locations with many objects to search, you have to stop and spend significantly longer to search thoroughly."
			]
		},
		{
			"name": "Secure Disguises",
			"source": "GMG",
			"page": 163,
			"traits": [
				"downtime"
			],
			"actionType": {
				"variantrule": [
					"Infiltration|GMG"
				]
			},
			"entries": [
				"You seek to procure or create disguises. Attempt a normal, hard, or very hard {@skill Crafting}, {@skill Deception}, {@skill Performance}, or {@skill 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."
					}
				}
			]
		},
		{
			"name": "Seek",
			"source": "CRB",
			"page": 471,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"concentrate",
				"secret"
			],
			"actionType": {
				"basic": true
			},
			"entries": [
				"You scan an area for signs of creatures or objects. If you're looking for creatures, choose an area you're scanning. If precision is necessary, the GM can have you select a 30-foot cone or a 15-foot burst within line of sight. You might take a penalty if you choose an area that's far away.",
				"If you're using Seek to search for objects (including secret doors and hazards), you search up to a 10-foot square adjacent to you. The GM might determine you need to Seek as an activity, taking more actions or even minutes or hours if you're searching a particularly cluttered area.",
				"The GM attempts a single secret {@skill Perception} check for you and compares the result to the {@skill Stealth} DCs of any {@condition undetected} or {@condition hidden} creatures in the area or the DC to detect each object in the area (as determined by the GM or by someone {@action Conceal an Object||Concealing the Object}). A creature you detect might remain {@condition hidden}, rather than becoming {@condition observed}, if you're using an imprecise sense or if an effect (such as {@condition invisible||invisibility}) prevents the subject from being {@condition observed}.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "If you were searching for creatures, any {@condition undetected} or {@condition hidden} creature you critically succeeded against becomes {@condition observed|CRB} by you. If you were searching for an object, you learn its location.",
						"Success": "If you were searching for creatures, any {@condition undetected} creature you succeeded against becomes {@condition hidden} from you instead of {@condition undetected}, and any {@condition hidden} creature you succeeded against becomes {@condition observed|CRB} by you. If you were searching for an object, you learn its location or get a clue to its whereabouts, as determined by the GM."
					}
				}
			]
		},
		{
			"name": "Selfish Shield",
			"source": "APG",
			"page": 116,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"traits": [
				"uncommon",
				"champion"
			],
			"actionType": {
				"class": [
					"champion"
				],
				"subclass": [
					"Desecrator|APG"
				]
			},
			"trigger": "An enemy within 15 feet damages you.",
			"entries": [
				"Your self-interest keeps you safe. You gain resistance against the triggering damage equal to 2 + half your level, regardless of damage type.",
				"In addition, your {@action Strike||Strikes} against the triggering creature deal 1 extra damage until the end of your next turn. You choose whether this extra damage is evil or negative each time you use this reaction. This extra damage increases to 2 at 9th level and 3 at 16th level."
			]
		},
		{
			"name": "Sense Direction",
			"source": "CRB",
			"page": 252,
			"traits": [
				"exploration",
				"secret"
			],
			"actionType": {
				"basic": true,
				"skill": {
					"untrained": [
						"survival"
					]
				}
			},
			"entries": [
				"Using the stars, the position of the sun, traits of the geography or flora, or the behavior of fauna, you can stay oriented in the wild. Typically, you attempt a {@skill Survival} check only once per day, but some environments or changes might necessitate rolling more often. The GM determines the DC and how long this activity takes (usually just a minute or so). More unusual locales or those you're unfamiliar with might require you to have a minimum proficiency rank to Sense Direction. Without a compass, you take a \u20132 item penalty to checks to Sense Direction.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You get an excellent sense of where you are. If you are in an environment with cardinal directions, you know them exactly",
						"Success": "You gain enough orientation to avoid becoming hopelessly lost. If you are in an environment with cardinal directions, you have a sense of those directions."
					}
				}
			],
			"info": [
				{
					"type": "pf2-sample-box",
					"name": "Sense Direction Tasks",
					"entries": [
						{
							"type": "list",
							"style": "list-hang-notitle",
							"items": [
								{
									"type": "item",
									"name": "Untrained",
									"entry": "determine a cardinal direction using the sun"
								},
								{
									"type": "item",
									"name": "Trained",
									"entry": "find an overgrown path in a forest"
								},
								{
									"type": "item",
									"name": "Expert",
									"entry": "navigate a hedge maze"
								},
								{
									"type": "item",
									"name": "Master",
									"entry": "navigate a byzantine labyrinth or relatively featureless desert"
								},
								{
									"type": "item",
									"name": "Legendary",
									"entry": "navigate an ever-changing dream realm"
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Sense Motive",
			"source": "CRB",
			"page": 471,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"concentrate",
				"secret"
			],
			"actionType": {
				"basic": true
			},
			"entries": [
				"You try to tell whether a creature's behavior is abnormal. Choose one creature, and assess it for odd body language, signs of nervousness, and other indicators that it might be trying to deceive someone. The GM attempts a single secret {@skill Perception} check for you and compares the result to the {@skill Deception} DC of the creature, the DC of a spell affecting the creature's mental state, or another appropriate DC determined by the GM. You typically can't try to Sense the Motive of the same creature again until the situation changes significantly.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You determine the creature's true intentions and get a solid idea of any mental magic affecting it.",
						"Success": "You can tell whether the creature is behaving normally, but you don't know its exact intentions or what magic might be affecting it.",
						"Failure": "You detect what a deceptive creature wants you to believe. If they're not being deceptive, you believe they're behaving normally.",
						"Critical Failure": "You get a false sense of the creature's intentions."
					}
				}
			]
		},
		{
			"name": "Sense Weakness",
			"source": "GMG",
			"page": 167,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"actionType": {
				"variantrule": [
					"Duels|GMG"
				]
			},
			"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 Perception}, and you rolled a {@skill 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."
			]
		},
		{
			"name": "Share Senses",
			"source": "SoM",
			"page": 53,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"concentrate",
				"divination",
				"scrying",
				"summoner"
			],
			"actionType": {
				"class": [
					"summoner|SoM"
				]
			},
			"requirements": "Your eidolon is manifested.",
			"entries": [
				"You project your senses into your eidolon, allowing you to perceive through it. When you do, you lose all sensory information from your own body, but can sense through your eidolon's body for up to 1 minute. You can {@action Dismiss} this effect."
			],
			"special": [
				"This action has the trait matching your eidolon's tradition ({@trait arcane}, {@trait divine}, {@trait occult}, or {@trait primal}). Your eidolon can also use this ability. When it does, it projects its senses into your body."
			]
		},
		{
			"name": "Shove",
			"source": "CRB",
			"alias": [
				"Push"
			],
			"page": 243,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"attack"
			],
			"actionType": {
				"basic": true,
				"skill": {
					"untrained": [
						"athletics"
					]
				}
			},
			"requirements": "You have at least one hand free. The target can't be more than one size larger than you.",
			"entries": [
				"You push an opponent away from you. Attempt an {@skill Athletics} check against your opponent's Fortitude DC.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You push your opponent up to 10 feet away from you. You can {@action Stride|CRB} after it, but you must move the same distance and in the same direction.",
						"Success": "You push your opponent back 5 feet. You can {@action Stride|CRB} after it, but you must move the same distance and in the same direction.",
						"Critical Failure": "You lose your balance, fall, and land {@condition prone|CRB}."
					}
				}
			],
			"info": [
				{
					"type": "pf2-sample-box",
					"name": "Forced Movement",
					"entries": [
						"The Shove action can force a creature to move. When an effect forces you to move, or if you start falling, the distance you move is defined by the effect that moved you, not by your Speed. Because you're not acting to move, this doesn't trigger reactions triggered by movement."
					]
				}
			]
		},
		{
			"name": "Siegebreaker",
			"source": "G&G",
			"page": 110,
			"activity": {
				"number": 3,
				"unit": "action"
			},
			"traits": [
				"gunslinger",
				"flourish"
			],
			"actionType": {
				"class": [
					"gunslinger|G&G"
				],
				"subclass": [
					"Vanguard|G&G"
				]
			},
			"requirements": "You're wielding a firearm that has the kickback or scatter trait, or a two-handed crossbow.",
			"entries": [
				"With unbelievable force, you charge and smash your weapon into a target before digging in your heels and pulling the trigger. {@action Leap} or {@action Stride}, then make a {@action Strike} with the required firearm or crossbow against an adjacent target. This Strike deals an additional {@damage 3d8} bludgeoning damage and ignores 10 points of the target's Hardness (if any), or of their shield's Hardness if the target uses {@feat Shield Block}.",
				"After the {@action Strike}, you become {@condition immobilized} and position the required weapon defensively, gaining a +1 circumstance bonus to AC, or a +2 circumstance bonus if the chosen weapon has the {@trait parry} trait. Both effects last until the start of your next turn. If a force would move you while you're {@condition immobilized} in this way, it must succeed at an appropriate check against your class DC."
			]
		},
		{
			"name": "Sneak",
			"source": "CRB",
			"page": 252,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"move",
				"secret"
			],
			"actionType": {
				"basic": true,
				"skill": {
					"untrained": [
						"stealth"
					]
				}
			},
			"entries": [
				"You can attempt to move to another place while becoming or staying {@condition undetected|CRB}. {@action Stride|CRB} up to half your Speed. (You can use Sneak while {@action Burrow|CRB|Burrowing}, {@action Climb|CRB|Climbing}, {@action Fly|CRB|Flying}, or {@action Swim|CRB|Swimming} instead of {@action Stride||Striding} if you have the corresponding movement type; you must move at half that Speed.)",
				"If you're {@condition undetected|CRB} by a creature and it's impossible for that creature to observe you (for a typical creature, this includes when you're {@condition invisible|CRB}, the observer is {@condition blinded|CRB}, or you're in darkness and the creature can't see in darkness), for any critical failure you roll on a check to Sneak, you get a failure instead. You also continue to be {@condition undetected|CRB} if you lose cover or greater cover against or are no longer concealed from such a creature. At the end of your movement, the GM rolls your {@skill Stealth} check in secret and compares the result to the {@skill Perception} DC of each creature you were {@condition hidden|CRB} from or {@condition undetected|CRB} by at the start of your movement. If you have cover or greater cover from the creature throughout your {@action Stride|CRB}, you gain the +2 circumstance bonus from cover (or +4 from greater cover) to your {@skill Stealth} check. Because you're moving, the bonus increase from {@action Take Cover|CRB|Taking Cover} doesn't apply. You don't get to roll against a creature if, at the end of your movement, you neither are concealed from it nor have cover or greater cover against it. You automatically become {@condition observed|CRB} by such a creature.",
				{
					"type": "successDegree",
					"entries": {
						"Success": [
							"You're {@condition undetected|CRB} by the creature during your movement and remain {@condition undetected|CRB} by the creature at the end of it.",
							"If you successfully become {@condition hidden|CRB} to a creature but then cease to have cover or greater cover against it or be concealed from it, you become {@condition observed|CRB} again. You cease being {@condition hidden|CRB} if you do anything except {@action Hide|CRB}, Sneak, or {@action Step|CRB}. If you attempt to Strike a creature, the creature remains {@condition flat-footed|CRB} against that attack, and you then become observed. If you do anything else, you become {@condition observed|CRB} just before you act unless the GM determines otherwise. The GM might allow you to perform a particularly unobtrusive action without being noticed, possibly requiring another {@skill Stealth} check.",
							"If a creature uses {@action Seek|CRB} to make you {@condition observed|CRB} by it, you must successfully {@action Hide|CRB} to become {@condition hidden|CRB} from it again."
						],
						"Failure": "A telltale sound or other sign gives your position away, though you still remain unseen. You're {@condition hidden|CRB} from the creature throughout your movement and remain so.",
						"Critical Failure": "You're spotted! You're observed by the creature throughout your movement and remain so. If you're {@condition invisible|CRB} and were {@condition hidden|CRB} from the creature, instead of being {@condition observed|CRB} you're {@condition hidden|CRB} throughout your movement and remain so."
					}
				}
			]
		},
		{
			"name": "Spellstrike",
			"source": "SoM",
			"page": 37,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"traits": [
				"magus"
			],
			"actionType": {
				"class": [
					"magus|SoM"
				]
			},
			"frequency": {
				"special": "until recharged (see below)"
			},
			"entries": [
				"You channel a spell into a punch or sword thrust to deliver a combined attack. You {@action Cast a Spell} that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell don't occur immediately but are imbued into your attack instead. Make a melee Strike with a weapon or unarmed attack. Your spell is coupled with your attack, using your attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for your multiple attack penalty, but you don't apply the penalty until after you've completed the Spellstrike. The infusion of spell energy grants your {@action Strike} the {@trait arcane} trait, making it {@trait magical}.",
				"After you use Spellstrike, you can't do so again until you recharge your Spellstrike as a single action, which has the {@trait concentrate} trait. You also recharge your Spellstrike when you cast a {@filter conflux spell|spells||Class=Magus} that takes at least 1 action to cast; casting a focus spell of another type doesn't recharge your Spellstrike."
			],
			"info": [
				{
					"type": "pf2-h4",
					"name": "Spellstrike Specifics",
					"entries": [
						"Though the base {@action Spellstrike|SoM} rules cover most spells, various modifications apply to more complicated spells when loaded into your fist, blade, or other attack.",
						"{@b One Target:} The spell targets only the target of your {@action Strike}, even if it normally allows more targets. Some feats let you affect more creatures.",
						"{@b Reach:} The coupled spell affects the target using the reach of the weapon or unarmed attack you make your {@action Spellstrike|SoM} with. For instance, {@spell shocking grasp} would affect a creature beyond the reach of your hand if you used a weapon with reach, and {@spell ray of frost} would affect only a creature in your weapon's reach, even though the spell's range is longer.",
						"{@b Ancillary Effects:} Your spell still has any non-targeted effects that might affect creatures other than the target, as well as any ongoing effects starting from the moment you hit with the {@action Strike}. For example, {@spell acid splash} would still deal its {@trait splash} damage to creatures other than the target and tanglefoot's circumstance penalty would last for its normal duration. The spell takes effect after the {@action Strike} deals damage; if the {@action Strike} has other special effects, the GM determines whether they happen before or after the spell.",
						"{@b Multiple Defenses:} Any additional rolls after the initial spell attack still happen normally, such as the Fortitude save attempted by the target of a disintegrate spell. Similarly, a spell that allows you to attack with it again on subsequent rounds would only combine a {@action Strike} with its initial attack roll, not with any later ones.",
						"{@b Invalid or Immune Target:} If the target you hit wouldn't be a valid target for the spell, the spell is still expended but doesn't affect the target. If the target is immune to your attack but not the spell, it can still be affected by the spell.",
						"{@b Variable Actions:} Some spells have different effects based on the number of actions you spend to cast them. You choose whether to use the effects of the 1-&nbsp;or&nbsp;2-action version of the spell when you use {@action Spellstrike|SoM}. A spell has to take exactly 1 or 2 actions; you can't use {@action Spellstrike|SoM} with a spell that takes a free action, reaction, or 3 or more actions.",
						"{@b Metamagic:} You typically can't use metamagic with {@action Spellstrike|SoM} because metamagic requires the next action you take to be {@action Cast a Spell}, and {@action Spellstrike|SoM} is a combined activity that doesn't qualify."
					]
				}
			]
		},
		{
			"name": "Spinning Crush",
			"source": "G&G",
			"page": 110,
			"activity": {
				"number": 3,
				"unit": "action"
			},
			"traits": [
				"gunslinger"
			],
			"actionType": {
				"class": [
					"gunslinger|G&G"
				],
				"subclass": [
					"Vanguard|G&G"
				]
			},
			"requirements": "You're wielding a loaded firearm or loaded crossbow.",
			"entries": [
				"You go into a vicious spin, smashing your weapon into those nearby and increasing your momentum by firing. All creatures adjacent to you take {@damage 4d6} bludgeoning damage plus your Strength modifier; this increases to {@damage 6d6} if your firearm has a {@item striking} rune, {@damage 8d6} if it has a {@item greater striking} rune, and {@damage 10d6} if it has a {@item major striking} rune. This ability does not apply other effects that increase damage with your firearm {@action Strike||Strikes} such as weapon specialization. Creatures affected by this attack must attempt a basic Reflex save. A creature that fails its save is also pushed 10 feet directly away from you."
			]
		},
		{
			"name": "Squeeze",
			"source": "CRB",
			"page": 241,
			"traits": [
				"exploration",
				"move"
			],
			"actionType": {
				"basic": true,
				"skill": {
					"trained": [
						"acrobatics"
					]
				}
			},
			"entries": [
				"You contort yourself to squeeze through a space so small you can barely fit through. This action is for exceptionally small spaces; many tight spaces are {@quickref difficult terrain||3|terrain} that you can move through more quickly and without a check.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You squeeze through the tight space in 1 minute per 10 feet of squeezing.",
						"Success": "You squeeze through in 1 minute per 5 feet.",
						"Critical Failure": "You become stuck in the tight space. While you're stuck, you can spend 1 minute attempting another {@skill Acrobatics} check at the same DC. Any result on that check other than a critical failure causes you to become unstuck."
					}
				}
			],
			"info": [
				{
					"type": "pf2-sample-box",
					"name": "Sample Squeeze Tasks",
					"entries": [
						{
							"type": "list",
							"style": "list-hang-notitle",
							"items": [
								{
									"type": "item",
									"name": "Trained",
									"entry": "space barely fitting your shoulders"
								},
								{
									"type": "item",
									"name": "Master",
									"entry": "space barely fitting your head"
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Stand",
			"source": "CRB",
			"page": 471,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"move"
			],
			"actionType": {
				"basic": true
			},
			"entries": [
				"You stand up from {@condition prone|CRB}."
			]
		},
		{
			"name": "Steal",
			"source": "CRB",
			"page": 253,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"manipulate"
			],
			"actionType": {
				"basic": true,
				"skill": {
					"untrained": [
						"thievery"
					]
				}
			},
			"entries": [
				"You try to take a small object from another creature without being noticed. Typically, you can Steal only an object of negligible Bulk, and you automatically fail if the creature who has the object is in combat or on guard.",
				"Attempt a {@skill Thievery} check to determine if you successfully Steal the object. The DC to Steal is usually the {@skill Perception} DC of the creature wearing the object. This assumes the object is worn but not closely guarded (like a loosely carried pouch filled with coins, or an object within such a pouch). If the object is in a pocket or similarly protected, you take a \u20135 penalty to your {@skill Thievery} check. The GM might increase the DC of your check if the nature of the object makes it harder to steal (such as a very small item in a large pack, or a sheet of parchment mixed in with other documents).",
				"You might also need to compare your {@skill Thievery} check result against the {@skill Perception} DCs of observers other than the person wearing the object. The GM may increase the {@skill Perception} DCs of these observers if they're distracted.",
				{
					"type": "successDegree",
					"entries": {
						"Success": "You steal the item without the bearer noticing, or an observer doesn't see you take or attempt to take the item.",
						"Failure": "The item's bearer notices your attempt before you can take the object, or an observer sees you take or attempt to take the item. The GM determines the response of any creature that notices your theft."
					}
				}
			]
		},
		{
			"name": "Step",
			"alias": [
				"Disengage"
			],
			"source": "CRB",
			"page": 471,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"move"
			],
			"actionType": {
				"basic": true
			},
			"requirements": "Your Speed is at least 10 feet.",
			"entries": [
				"You carefully move 5 feet. Unlike most types of movement, Stepping doesn't trigger reactions, such as Attacks of Opportunity, that can be triggered by move actions or upon leaving or entering a square.",
				"You can't Step into {@quickref difficult terrain||3|terrain}, and you can't Step using a Speed other than your land Speed."
			]
		},
		{
			"name": "Stop",
			"source": "GMG",
			"page": 176,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"manipulate"
			],
			"actionType": {
				"variantrule": [
					"Vehicles|GMG"
				]
			},
			"requirements": "You are piloting a vehicle in motion.",
			"entries": [
				"You bring the vehicle to a stop."
			]
		},
		{
			"name": "Stride",
			"source": "CRB",
			"page": 471,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"move"
			],
			"actionType": {
				"basic": true
			},
			"entries": [
				"You move up to your Speed."
			]
		},
		{
			"name": "Strike",
			"alias": [
				"Attack"
			],
			"source": "CRB",
			"page": 471,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"attack"
			],
			"actionType": {
				"basic": true
			},
			"entries": [
				"You attack with a weapon you're wielding or with an unarmed attack, targeting one creature within your reach (for a melee attack) or within range (for a ranged attack). Roll the attack roll for the weapon or unarmed attack you are using, and compare the result to the target creature's AC to determine the effect. See Attack Rolls and Damage for details on calculating your attack and damage rolls.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "As success, but you deal double damage.",
						"Success": "You deal damage according to the weapon or unarmed attack, including any modifiers, bonuses, and penalties you have to damage."
					}
				}
			]
		},
		{
			"name": "Study",
			"source": "SoT1",
			"page": 63,
			"traits": [
				"downtime"
			],
			"requirements": "You are an initiate, attendant, or conversant.",
			"entries": [
				"You give everything you have to your studies, in keeping with your branch. Choose either your primary or secondary branch and attempt a skill check with one of the branch's associated skills against a standard DC of the branch's level.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "Incredible results! You ace every exam and cause a stir that all the instructors notice. Increase the level of the branch you chose by 2.",
						"Success": "You succeed in your studies admirably. Increase the level of the branch you chose by 1.",
						"Failure": "You need to work harder and try again. Your branch level remains the same.",
						"Critical Failure": "You make a major mistake that requires you to perform remedial studies. The next time you would get an opportunity to attempt this activity, you must skip that opportunity to catch up."
					}
				}
			]
		},
		{
			"name": "Subsist",
			"source": "CRB",
			"page": 240,
			"traits": [
				"downtime"
			],
			"actionType": {
				"basic": true
			},
			"entries": [
				"You try to provide food and shelter for yourself, and possibly others as well, with a standard of living as described {@table Cost of Living||here}. The GM determines the DC based on the nature of the place where you're trying to Subsist. You might need a minimum proficiency rank to Subsist in particularly strange environments. Unlike most {@trait downtime} activities, you can Subsist after 8 hours or less of exploration, but if you do, you take a \u20135 penalty",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You either provide a subsistence living for yourself and one additional creature, or you improve your own food and shelter, granting yourself a comfortable living.",
						"Success": "You find enough food and shelter with basic protection from the elements to provide you a subsistence living.",
						"Failure": "You're exposed to the elements and don't get enough food, becoming {@condition fatigued} until you attain sufficient food and shelter.",
						"Critical Failure": "You attract trouble, eat something you shouldn't, or otherwise worsen your situation. You take a \u20132 circumstance penalty to checks to Subsist for 1 week. You don't find any food at all; if you don't have any stored up, you're in danger of starving or dying of thirst if you continue failing."
					}
				}
			],
			"info": [
				{
					"type": "pf2-sample-box",
					"name": "Sample Subsist Tasks",
					"entries": [
						{
							"type": "list",
							"style": "list-hang-notitle",
							"items": [
								{
									"type": "item",
									"name": "Untrained",
									"entry": "lush forest with calm weather or large city with plentiful resources"
								},
								{
									"type": "item",
									"name": "Trained",
									"entry": "typical hillside or village"
								},
								{
									"type": "item",
									"name": "Expert",
									"entry": "typical mountains or insular hamlet"
								},
								{
									"type": "item",
									"name": "Master",
									"entry": "typical desert or city under siege"
								},
								{
									"type": "item",
									"name": "Legendary",
									"entry": "barren wasteland or city of undead"
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Sustain a Spell",
			"source": "CRB",
			"page": 304,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"concentrate"
			],
			"actionType": {
				"basic": true
			},
			"requirements": "You have at least one spell active with a sustained duration, and you are not fatigued.",
			"entries": [
				"Choose one spell with a sustained duration you have in effect. The duration of that spell continues until the end of your next turn. Some spells might have slightly different or expanded effects if you sustain them. Sustaining a Spell for more than 10 minutes (100 rounds) ends the spell and makes you fatigued unless the spell lists a different maximum duration (such as \"sustained up to 1 minute\" or \"sustained up to 1 hour\").",
				"If your Sustain a Spell action is disrupted, the spell immediately ends."
			]
		},
		{
			"name": "Sustain an Activation",
			"source": "CRB",
			"page": 534,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"actionType": {
				"basic": true
			},
			"requirements": "You have at least one magic item activation that you can sustain and you are not fatigued.",
			"entries": [
				"Choose one magic item activation with a sustained duration you have in effect. The duration of that activation continues until the end of your next turn. Some activations may have slightly different or expanded effects if you sustain them. Sustaining an Activation for more than 10 minutes (100 rounds) ends the activation and makes you fatigued unless the item's description states a different maximum duration (such as \"up to 1 minute\" or \"up to 1 hour\").",
				"If your Sustain an Activation action is disrupted, the item's effect immediately ends."
			]
		},
		{
			"name": "Swim",
			"source": "CRB",
			"page": 243,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"move"
			],
			"actionType": {
				"basic": true,
				"skill": {
					"untrained": [
						"athletics"
					]
				}
			},
			"entries": [
				"You propel yourself through water. In most calm water, you succeed at the action without needing to attempt a check. If you must breathe air and you're submerged in water, you must hold your breath each round. If you fail to hold your breath, you begin to drown (as described on page 478). If the water you are swimming in is turbulent or otherwise dangerous, you might have to attempt an {@skill Athletics} check to Swim.",
				"If you end your turn in water and haven't succeeded at a Swim action that turn, you sink 10 feet or get moved by the current, as determined by the GM. However, if your last action on your turn was to enter the water, you don't sink or move with the current that turn.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You move through the water 10 feet, plus 5 feet per 20 feet of your land Speed (a total of 15 feet for most PCs).",
						"Success": "You move through the water 5 feet, plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs).",
						"Critical Failure": "You make no progress, and if you're holding your breath, you lose 1 round of air."
					}
				}
			],
			"info": [
				{
					"type": "pf2-sample-box",
					"name": "Sample Swim Tasks",
					"entries": [
						{
							"type": "list",
							"style": "list-hang-notitle",
							"items": [
								{
									"type": "item",
									"name": "Untrained",
									"entry": "lake or other still water"
								},
								{
									"type": "item",
									"name": "Trained",
									"entry": "flowing water, like a river"
								},
								{
									"type": "item",
									"name": "Expert",
									"entry": "swiftly flowing river"
								},
								{
									"type": "item",
									"name": "Master",
									"entry": "stormy sea"
								},
								{
									"type": "item",
									"name": "Legendary",
									"entry": "maelstrom, waterfall"
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Tail Toxin",
			"source": "APG",
			"page": 14,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"kobold",
				"poison"
			],
			"actionType": {
				"ancestry": [
					"Kobold|APG"
				],
				"heritage": [
					"Venomtail|APG"
				]
			},
			"frequency": {
				"unit": "day",
				"number": 1
			},
			"requirements": "You are wielding a piercing or slashing weapon.",
			"entries": [
				"You apply your tail's venom to a piercing or slashing weapon. If your next {@action Strike} with that weapon before the end of your next turn hits and deals damage, you deal {@condition persistent damage|CRB|persistent poison damage} equal to your level to the target."
			]
		},
		{
			"name": "Take a Breather",
			"source": "GMG",
			"page": 200,
			"traits": [
				"exploration"
			],
			"actionType": {
				"variantrule": [
					"Inspiration|GMG"
				]
			},
			"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."
			]
		},
		{
			"name": "Take Control",
			"source": "GMG",
			"page": 176,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"manipulate"
			],
			"actionType": {
				"variantrule": [
					"Vehicles|GMG"
				]
			},
			"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."
			]
		},
		{
			"name": "Take Cover",
			"source": "CRB",
			"page": 471,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"actionType": {
				"basic": true
			},
			"requirements": "You are benefiting from cover, are near a feature that allows you to take cover, or are {@condition prone|CRB}.",
			"entries": [
				"You press yourself against a wall or duck behind an obstacle to take better advantage of cover. If you would have standard cover, you instead gain greater cover, which provides a +4 circumstance bonus to AC; to Reflex saves against area effects; and to {@skill Stealth} checks to {@action Hide|CRB}, {@action Sneak|CRB}, or otherwise avoid detection. Otherwise, you gain the benefits of standard cover (a +2 circumstance bonus instead). This lasts until you move from your current space, use an {@trait attack} action, become {@condition unconscious|CRB}, or end this effect as a free action."
			]
		},
		{
			"name": "Tap Ley Line",
			"source": "SoM",
			"page": 215,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"concentrate"
			],
			"actionType": {
				"basic": true,
				"variantrule": [
					"Ley Lines|SoM"
				],
				"skill": {
					"trained": [
						"arcana",
						"nature",
						"occultism",
						"religion"
					]
				}
			},
			"entries": [
				"You attempt to manipulate the magical essence of a ley line that you're aware of within 30 feet. The GM determines the DC based on the hard DC for the ley line's level.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You gain the ley line's benefits until the end of your next turn.",
						"Success": "You gain the ley line's benefits until the end of your turn.",
						"Failure": "You take mental damage equal to {@dice 1d6*#$prompt_number:min=1,title=Ley Line Level,default=1$#|1d6 × the ley line's level}. You can't Tap the Ley Line again for 1 hour.",
						"Critical Failure": "As failure, and you're subject to the ley line's backlash effect. You can't Tap the Ley Line again for 24 hours."
					}
				}
			]
		},
		{
			"name": "Ten Paces",
			"source": "G&G",
			"page": 109,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"traits": [
				"gunslinger"
			],
			"actionType": {
				"class": [
					"gunslinger|G&G"
				],
				"subclass": [
					"Pistolero|G&G"
				]
			},
			"trigger": "You roll Initiative.",
			"entries": [
				"You react to trouble with lightning speed, positioning yourself just right. You gain a +2 circumstance bonus to your initiative roll, and you can {@action Interact} to draw a one-handed firearm or one-handed crossbow. As your first action on your first turn, you can {@action Step} up to 10 feet as a free action."
			]
		},
		{
			"name": "Thoughtful Reload",
			"source": "G&G",
			"page": 140,
			"activity": {
				"unit": "action",
				"number": 1
			},
			"traits": [
				"gunslinger"
			],
			"entries": [
				"As you sink deep into a state of analytical calm and focus on the foe before you, your hands reload a bullet instinctively. Attempt a {@action Recall Knowledge} check against an opponent you can see and then {@action Interact} to reload."
			]
		},
		{
			"name": "Threatening Approach",
			"source": "LOCG",
			"page": 57,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"actionType": {
				"ancestry": [
					"Lizardfolk|LOCG"
				],
				"heritage": [
					"Frilled|LOCG"
				]
			},
			"entries": [
				"You {@action Stride} to be adjacent to a foe and {@action Demoralize} that foe. If you succeed, the foe is {@condition frightened 2} instead of {@condition frightened 1}."
			]
		},
		{
			"name": "Toxic Skin",
			"source": "LOME",
			"page": 119,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"traits": [
				"grippli",
				"poison"
			],
			"actionType": {
				"ancestry": [
					"grippli|LOME"
				],
				"heritage": [
					"poisonhide|LOME"
				]
			},
			"frequency": {
				"unit": "hour",
				"number": 1
			},
			"trigger": "A creature touches you, such as by Grappling you, successfully hitting you with an unarmed attack, or using a touch-range spell against you.",
			"entries": [
				"You exude a deadly toxin. The triggering creature takes {@damage 1d4} poison damage (basic Fortitude save using your class DC or spell DC, whichever is higher). At 3rd level and every 2 levels thereafter, the damage increases by {@damage 1d4}."
			]
		},
		{
			"name": "Track",
			"source": "CRB",
			"page": 252,
			"traits": [
				"concentrate",
				"exploration",
				"move"
			],
			"actionType": {
				"basic": true,
				"skill": {
					"trained": [
						"survival"
					]
				}
			},
			"entries": [
				"You follow tracks, moving at up to half your {@quickref travel Speed||0|Exploration Mode}.. After a successful check to Track, you can continue following the tracks at half your Speed without attempting additional checks for up to 1 hour. In some cases, you might Track in an encounter. In this case, Track is a single action and doesn't have the {@trait exploration} trait, but you might need to roll more often because you're in a tense situation. The GM determines how often you must attempt this check.",
				"You attempt your {@skill Survival} check when you start {@action Track||Tracking}, once every hour you continue tracking, and any time something significant changes in the trail. The GM determines the DCs for such checks, depending on the freshness of the trail, the weather, and the type of ground.",
				{
					"type": "successDegree",
					"entries": {
						"Success": "You find the trail or continue to follow the one you're already following.",
						"Failure": "You lose the trail but can try again after a 1-hour delay.",
						"Critical Failure": "You lose the trail and can't try again for 24 hours."
					}
				}
			],
			"info": [
				{
					"type": "pf2-sample-box",
					"name": "Sense Track Tasks",
					"entries": [
						{
							"type": "list",
							"style": "list-hang-notitle",
							"items": [
								{
									"type": "item",
									"name": "Untrained",
									"entry": "the path of a large army following a road"
								},
								{
									"type": "item",
									"name": "Trained",
									"entry": "relatively fresh tracks of a rampaging bear through the plains"
								},
								{
									"type": "item",
									"name": "Expert",
									"entry": "a nimble panther's tracks through a jungle, tracks after the rain"
								},
								{
									"type": "item",
									"name": "Master",
									"entry": "tracks after a winter snow, tracks of a mouse or smaller creature, tracks left on surfaces that can't hold prints like bare rock"
								},
								{
									"type": "item",
									"name": "Legendary",
									"entry": "old tracks through a windy desert's sands, tracks after a major blizzard or hurricane"
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Travel",
			"source": "GMG",
			"otherSources": {
				"Reprinted": [
					"QFF0|9"
				]
			},
			"page": 172,
			"traits": [
				"move"
			],
			"actionType": {
				"variantrule": [
					"Hexploration|GMG"
				]
			},
			"entries": [
				"You progress toward moving into an adjacent hex. In open terrain, like a plain, using 1 Travel activity allows you to move from one hex to an adjacent hex. Traversing a hex with {@quickref difficult terrain||3|terrain} (such as a typical forest or desert) requires 2 Travel activities, and hexes of {@quickref greater difficult terrain||3|terrain} (such as a steep mountain or typical swamp) require 3 Travel activities to traverse. Traveling along a road uses a terrain type one step better than the surrounding terrain. For example, if you are traveling on a road over a mountain pass, the terrain is {@quickref difficult terrain||3|terrain} instead of {@quickref greater difficult terrain||3|terrain}.",
				"The Travel activity assumes you are walking overland. If you are flying or traveling on water, most hexes are open terrain, though there are exceptions. Flying into storms or high winds count as difficult or {@quickref greater difficult terrain||3|terrain}. Traveling down a river is open terrain, but traveling upriver is difficult or {@quickref greater difficult terrain||3|terrain}."
			]
		},
		{
			"name": "Treat Disease",
			"source": "CRB",
			"page": 248,
			"activity": {
				"number": 8,
				"unit": "hour",
				"entry": "at least 8 hours"
			},
			"traits": [
				"downtime",
				"manipulate"
			],
			"actionType": {
				"basic": true,
				"skill": {
					"trained": [
						"medicine"
					]
				}
			},
			"requirements": "You are holding {@item healer's tools|CRB}, or you are wearing them and have a hand free.",
			"entries": [
				"You spend at least 8 hours caring for a diseased creature. Attempt a {@skill Medicine} check against the disease's DC. After you attempt to Treat a Disease for a creature, you can't try again until after that creature's next save against the disease.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You grant the creature a +4 circumstance bonus to its next saving throw against the disease.",
						"Success": "You grant the creature a +2 circumstance bonus to its next saving throw against the disease.",
						"Critical Failure": "Your efforts cause the creature to take a \u20132 circumstance penalty to its next save against the disease."
					}
				}
			]
		},
		{
			"name": "Treat Poison",
			"source": "CRB",
			"page": 248,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"manipulate"
			],
			"actionType": {
				"basic": true,
				"skill": {
					"trained": [
						"medicine"
					]
				}
			},
			"requirements": "You are holding {@item healer's tools|CRB}, or you are wearing them and have a hand free.",
			"entries": [
				"You treat a patient to prevent the spread of poison. Attempt a {@skill Medicine} check against the poison's DC. After you attempt to Treat a Poison for a creature, you can't try again until after the next time that creature attempts a save against the poison.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You grant the creature a +4 circumstance bonus to its next saving throw against the poison.",
						"Success": "You grant the creature a +2 circumstance bonus to its next saving throw against the poison.",
						"Critical Failure": "Your efforts cause the creature to take a \u20132 circumstance penalty to its next save against the poison."
					}
				}
			]
		},
		{
			"name": "Treat Wounds",
			"source": "CRB",
			"page": 248,
			"activity": {
				"number": 10,
				"unit": "minute"
			},
			"traits": [
				"exploration",
				"healing",
				"manipulate"
			],
			"actionType": {
				"basic": true,
				"skill": {
					"trained": [
						"medicine"
					]
				}
			},
			"requirements": "You are holding {@item healer's tools|CRB}, or you are wearing them and have a hand free.",
			"entries": [
				"You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose). The target is then temporarily immune to Treat Wounds actions for 1 hour, but this interval overlaps with the time you spent treating (so a patient can be treated once per hour, not once per 70 minutes).",
				"The {@skill Medicine} check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds. If you're an expert in {@skill Medicine}, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you're a master of {@skill Medicine}, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you're legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same.",
				"If you succeed at your check, you can continue treating the target to grant additional healing. If you treat them for a total of 1 hour, double the Hit Points they regain from Treat Wounds.",
				"The result of your {@skill Medicine} check determines how many Hit Points the target regains.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target regains {@dice 4d8} Hit Points, and its wounded condition is removed.",
						"Success": "The target regains {@dice 2d8} Hit Points, and its wounded condition is removed.",
						"Critical Failure": "The target takes {@dice 1d8} damage"
					}
				}
			]
		},
		{
			"name": "Trip",
			"source": "CRB",
			"page": 243,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"attack"
			],
			"actionType": {
				"basic": true,
				"skill": {
					"untrained": [
						"athletics"
					]
				}
			},
			"requirements": "You have at least one hand free. Your target can't be more than one size larger than you.",
			"entries": [
				"You try to knock an opponent to the ground. Attempt an {@skill Athletics} check against the target's Reflex DC.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The target falls and lands {@condition prone|CRB} and takes {@dice 1d6} bludgeoning damage.",
						"Success": "The target falls and lands {@condition prone|CRB}.",
						"Critical Failure": "You lose your balance and fall and land {@condition prone|CRB}."
					}
				}
			],
			"info": [
				{
					"type": "pf2-sample-box",
					"name": "Falling",
					"entries": [
						"When you fall more than 5 feet, you take falling damage when you land, which is bludgeoning damage equal to half the distance you fell. If you take any damage from a fall, you're knocked {@condition prone|CRB} when you land.",
						"If you fall into water, snow, or another soft substance, calculate the damage from the fall as though your fall were 20 feet shorter. The reduction can't be greater than the depth of the water (so when falling into water that is only 10 feet deep, you treat the fall as 10 feet shorter). You can {@action Grab an Edge} as a reaction to reduce or eliminate the damage from some falls. More detailed rules for falling damage appear on page 463."
					]
				}
			]
		},
		{
			"name": "Tumble Through",
			"source": "CRB",
			"page": 240,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"move"
			],
			"actionType": {
				"basic": true,
				"skill": {
					"untrained": [
						"acrobatics"
					]
				}
			},
			"entries": [
				"You {@action Stride|CRB} up to your Speed. During this movement, you can try to move through the space of one enemy. Attempt an {@skill Acrobatics} check against the enemy's Reflex DC as soon as you try to enter its space. You can {@action Tumble Through} using Climb, Fly, Swim, or another action instead of {@action Stride|CRB} in the appropriate environment.",
				{
					"type": "successDegree",
					"entries": {
						"Success": "You move through the enemy's space, treating the squares in its space as {@quickref difficult terrain||3|terrain} (every 5 feet costs 10 feet of movement). If you don't have enough Speed to move all the way through its space, you get the same effect as a failure.",
						"Failure": "Your movement ends, and you trigger reactions as if you had moved out of the square you started in."
					}
				}
			]
		},
		{
			"name": "Vital Shot",
			"source": "G&G",
			"page": 110,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"traits": [
				"gunslinger"
			],
			"actionType": {
				"class": [
					"gunslinger|G&G"
				],
				"subclass": [
					"Sniper|G&G"
				]
			},
			"entries": [
				"Your careful shot against an unsuspecting opponent pierces a vital artery or organ. Make a ranged {@action Strike}. If the target is {@condition flat-footed}, the {@action Strike} deals an extra die of weapon damage, and the foe takes {@condition persistent damage||persistent bleed damage} equal to the amount of precision damage from your {@action One Shot, One Kill|G&G}."
			]
		},
		{
			"name": "Touch and Go",
			"source": "LOIL",
			"page": 108,
			"activity": {
				"number": 1,
				"unit": "action"
			},
			"traits": [
				"gunslinger"
			],
			"actionType": {
				"class": [
					"gunslinger|G&G"
				],
				"subclass": [
					"Triggerbrand|LOIL"
				]
			},
			"requirements": "You're wielding a combination weapon.",
			"entries": [
				"Your body's shadows mask your hands' steel. You can {@action Step} toward an enemy, you can {@action Interact} to change your weapon between melee or ranged modes, and you then {@action Interact} to reload."
			]
		},
		{
			"name": "Spring the Trap",
			"source": "LOIL",
			"page": 108,
			"activity": {
				"number": 1,
				"unit": "free"
			},
			"traits": [
				"gunslinger"
			],
			"actionType": {
				"class": [
					"gunslinger|G&G"
				],
				"subclass": [
					"Triggerbrand|LOIL"
				]
			},
			"trigger": "You roll initiative.",
			"entries": [
				"You can {@action Interact} to draw a combination weapon and set it to melee or ranged mode. On your first turn, your movement and ranged attacks don't trigger reactions that are normally triggered by movement or a ranged attack (such as {@action Attack of Opportunity})."
			]
		},
		{
			"name": "Wind Them Up",
			"source": "LOIL",
			"page": 108,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"traits": [
				"gunslinger"
			],
			"actionType": {
				"class": [
					"gunslinger|G&G"
				],
				"subclass": [
					"Triggerbrand|LOIL"
				]
			},
			"entries": [
				"Should foes parry your blade or dodge your bullets? Neither\u2014they should be watching their purse. Make a melee {@action Strike} with your combination weapon, and then attempt a {@skill Thievery} check with a \u20135 penalty to {@action Steal} from your target; you can't {@action Steal} closely guarded objects or objects that would take a long time to pilfer. You don't need a free hand to attempt to {@action Steal} something in this manner. If your {@skill Thievery} check succeeds, the target is {@condition flat-footed} against your ranged attacks until the start of your next turn, and you don't trigger reactions that are normally triggered by movement or a ranged attack. These effects occur even if your target has no objects to {@action Steal}."
			]
		},
		{
			"name": "Break Them Down",
			"source": "LOIL",
			"page": 108,
			"activity": {
				"number": 2,
				"unit": "action"
			},
			"traits": [
				"gunslinger"
			],
			"actionType": {
				"class": [
					"gunslinger|G&G"
				],
				"subclass": [
					"Triggerbrand|LOIL"
				]
			},
			"entries": [
				"Your foes are but dross from which you carve and shoot your legend. Make a melee {@action Strike} and then a ranged {@action Strike} with a combination weapon, both against the same enemy; you don't need to change modes to do so. If the melee {@action Strike} hits, you gain a +1 circumstance bonus to the attack roll with the ranged {@action Strike}. Each attack counts toward your multiple attack penalty, but your multiple attack penalty doesn't increase until you've made both attacks. If both {@action Strike||Strikes} hit, you deal an additional {@damage 2d6} {@condition persistent damage||persistent bleed damage} to the enemy, and they're {@condition dazzled} until this {@condition persistent damage||persistent bleed damage} ends."
			]
		},
		{
			"name": "Befriend a Local",
			"source": "AoA0",
			"page": 9,
			"traits": [
				"concentrate",
				"downtime",
				"linguistic"
			],
			"entries": [
				"You spend the day in the company of an NPC whose companionship you value in order to strengthen the bonds of your friendship with them. You can always roll a {@skill Diplomacy} check to determine your degree of success when you try to Befriend a Local, but you can instead attempt another skill check of your choice to engage that NPC in an area of expertise they might be interested in. For example, if you seek to befriend a local smith, you could instead roll a {@skill Crafting} check to make friends. Or if you seek to befriend an herbalist, you could attempt a {@skill Medicine} check or a {@skill Nature} check. As you interact with an NPC, you might discover other personality traits that suggest other skill check options\u2014for example, after a few days of chatting with a local hunter you might learn that they have a deep appreciation of music, allowing you to attempt a {@skill Performance} check to befriend them. If you elect to attempt a skill check other than {@skill Diplomacy}, your GM will decide if the check you chose is applicable\u2014if not, the outcome of your check is one degree of success worse. Regardless of the skill you choose, the DC is 20.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You befriend the NPC, and that NPC particularly favors your company. If the NPC is a merchant, goods and services purchased from them are discounted by 10% rather than 5%. If the NPC is not a merchant, their friendship instead grants you a +1 circumstance bonus to {@skill Diplomacy} checks you attempt as part of downtime activities in Breachill, as long as they favor you. These benefits are permanent, as long as you don't take actions that jeopardize this friendship (as determined by the GM). Once you have permanently gained an NPC's favor in this way, the GM might decide the NPC helps you in other ways as well.",
						"Success": "Per critical success, except the NPC's favor lasts for a number of weeks equal to your Charisma modifier (minimum of 1 week).",
						"Failure": "The NPC does not favor you.",
						"Critical Failure": "The NPC is offended or insulted by something you did. You no longer gain the effects of an ongoing success or critical success with that NPC, and the DC to use Befriend a Local with that NPC in the future increases by 5."
					}
				}
			]
		},
		{
			"name": "Repair Huntergate",
			"source": "AoA2",
			"page": 7,
			"traits": [
				"exploration",
				"manipulate"
			],
			"prerequisites": "trained in {@skill Crafting} or {@skill Thievery}",
			"requirements": "You have the Huntergate portal key ({@item hunter's arrowhead|tv}).",
			"entries": [
				"You use the {@item hunter's arrowhead|tv} to guide the misaligned magic of Huntergate back into the proper pathways through the stone's intricate carvings and decorations. You must attempt either a {@skill Crafting} check to {@action Repair} (in which case the hunter's arrowhead serves as the repair kit needed for this activity) or a {@skill Thievery} check to {@action Pick a Lock} (in which case the hunter's arrowhead serves as the thieves' tools needed for this activity). Regardless of the skill used, the activity takes an hour to perform, and the DC of the check is 24, with the following effects.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "Huntergate is repaired, and the {@hazard vision of Dahak|aoa2} hazard inside of the Huntergate way station is reduced in power; reduce all of the hazard's modifiers and DCs by 2.",
						"Success": "Huntergate is repaired.",
						"Failure": "Huntergate is not repaired, and the character who attempted the repair becomes {@condition clumsy 2} for 1 hour as an orange arc of magical energy lances painfully through their body. A new attempt to repair the portal cannot be made again for 24 hours.",
						"Critical Failure": "As failure, but the magical backlash also deals {@damage 6d6} fire damage to the character attempting the repairs."
					}
				}
			]
		},
		{
			"name": "Seek the Animals",
			"source": "AoA2",
			"page": 20,
			"traits": [
				"exploration"
			],
			"entries": [
				"You help the elven hunters look for signs of animals. Attempt a DC 17 {@skill Nature} or {@skill Perception} check.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You make an impressive and potentially dangerous find, such as a large pack of particularly healthy (and thus cranky) red river boars or a large waterbuck with razor-sharp horns. You also find signs of animals that are safer to hunt than your impressive and delicious find.",
						"Success": "You discover signs of animals that are safe to hunt.",
						"Failure": "Your efforts have scared away the best game, and the hunting party must set their sights on river turtles and bats.",
						"Critical Failure": "Your efforts have scared away too many animals, leaving the hunting party with a sparse amount of game to catch. The party loses 2 IP."
					}
				}
			]
		},
		{
			"name": "Position the Hunters",
			"source": "AoA2",
			"page": 20,
			"traits": [
				"exploration"
			],
			"entries": [
				"With the target game animals located, you must move to an advantageous position without startling the prey. Attempt a {@skill Stealth} check. Against an impressive and dangerous find, the DC is 25. Against standard game, it's DC 20. Against river turtles, bats, and lesser game, it's DC 15.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The animals have no indication that they are in danger, and you gain a +2 circumstance bonus to rolls made during the hunting phase.",
						"Success": "You position yourself well and take no penalty when Hunting.",
						"Failure": "Your loud and clumsy movements alert the animals to your presence, and you take a \u20132 circumstance penalty to rolls made during the hunting phase.",
						"Critical Failure": "You stumble loudly and startle the majority of the animals, which escape and leave the party with very few animals to catch. The party loses 2 IP."
					}
				}
			]
		},
		{
			"name": "Hunt the Animals",
			"source": "AoA2",
			"page": 20,
			"traits": [
				"exploration"
			],
			"entries": [
				"When the hunt begins, the Ekujae elves and the PCs work together to bring down the game. Against an impressive find, each PC actively participating (and not just {@action Aid||Aiding}) attempts a DC 25 {@skill Survival} check. Against standard game, the DC is 20. No check is needed to hunt river turtles or bats\u2014hunting such game is automatically successful (but can never be a critical success).",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You help take down the animals quickly and relatively painlessly, showing them mercy.",
						"Success": "Your participation in the hunt helps the hunting party take down the animals quickly.",
						"Failure": "Your involvement complicates the hunt\u2014one or two animals even escape uninjured. Each PC takes {@damage 2d6} damage from animal attacks (or {@damage 4d6} if the animals were an impressive find).",
						"Critical Failure": "Several of the animals die poorly, and many escape with mortal wounds. Barely enough animals are caught for the feast, but the fact that they died in pain or escaped with injuries shames the Ekujae\u2014 the party loses 2 IP. Each PC takes {@damage 2d6+6} damage from animal attacks (or {@damage 4d6+12} if the animals were an impressive find)."
					}
				}
			]
		},
		{
			"name": "Camp in the Mwangi Jungle",
			"source": "AoA2",
			"page": 71,
			"traits": [
				"exploration",
				"secret"
			],
			"entries": [
				"Setting up a camp in the Mwangi Jungle takes about an hour and requires one PC to attempt a secret DC 22 {@skill Survival} check to determine the quality of the campsite. Utilizing Ekujae mosquito netting they provide grants the PC a +2 circumstance bonus to this {@skill Survival} check. At your option, other precautions taken by the PCs can instead grant this bonus, but multiple tactics are not cumulative. Certain magic spells like {@spell magnificent mansion} or {@spell rope trick}, or magic items like an {@item instant fortress}, can create shelters that result in an automatic success at camping in dangerous terrain like the Mwangi Jungle, but at this point in their adventuring careers, the PCs are unlikely to have access to this type of magic. This activity assumes the PCs are resting for 8 hours.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The camp serves the PCs well, allowing them to rest and make their daily preparations upon waking without difficulty. The camp is also camouflaged or protected, and as a result, there is no chance of a random encounter while the PCs rest.",
						"Success": "The camp serves the PCs well, allowing them to rest and make their daily preparations upon waking without difficulty.",
						"Failure": "The camp doesn't effectively prevent insects, rain, and other unpleasant jungle elements from reaching the PCs. The PCs can still rest and make their daily preparations, but each PC is also exposed to {@affliction dysentery|AoA2}.",
						"Critical Failure": "The camp is an utter mess. The PCs are exposed to both {@affliction dysentery|AoA2} and {@affliction malaria|AoA2}. In addition, they gain no benefit from rest during the time spent camping, and they instead become {@condition fatigued}."
					}
				}
			]
		},
		{
			"name": "Administer",
			"source": "AoA2",
			"page": 72,
			"traits": [
				"concentrate",
				"downtime",
				"linguistic",
				"mental"
			],
			"entries": [
				"You spend the day attending to administrative needs related to running Citadel Altaerein. The Administer activity can be used to undo poor public relations from the use of {@skill Deception} or {@skill Intimidation} to {@action Organize Labor|AoA2}, but it is also used to maintain relations with groups you make contact with over the course of the Age of Ashes campaign.",
				"Only one person can attempt to Administer per day (though others can {@action Aid}), and once the castle has been Administered, no one else can Administer until after the interval specified in the result. However, the GM might allow exceptions to this if, for instance, the group is about to go on an adventure and wants to make sure the citadel runs smoothly while they're gone.",
				"If you perform downtime activities involving Citadel Altaerein when it's not successfully Administered, you take a \u20134 circumstance penalty to your checks.",
				"Administering requires a successful DC 20 {@skill Society} check (although for special actions later in the Adventure Path, this DC may change). You can pay a seneschal (see {@table Hired Help|AoA2}) to attend to Citadel Altaerein's administrative needs. As long as the seneschal is paid, the weekly requirement to Administer is automatically a success (but never a critical success).",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You facilitate the prosperity of the citadel. The citadel functions smoothly for 1 month. In addition, during this time you gain a +2 circumstance bonus to all checks to {@action Organize Labor|AoA2}.",
						"Success": "Citadel Altaerein functions smoothly for 1 week.",
						"Failure": "Citadel Altaerein is not Administered, but you can try again the next day.",
						"Critical Failure": "Citadel Altaerein is not Administered. Botched relations and flared tempers among certain citizens in Breachill prevent you from attempting to Administer again for 1 week."
					}
				}
			]
		},
		{
			"name": "Organize Labor",
			"source": "AoA2",
			"page": 72,
			"traits": [
				"concentrate",
				"downtime",
				"linguistic",
				"mental"
			],
			"entries": [
				"You spend a day in Breachill recruiting workers to aid in a repair or an upgrade at Citadel Altaerein. Attempt a DC 13 {@skill Deception}, {@skill Diplomacy}, or {@skill Intimidation} check to Organize Labor to organize workers, or a DC 18 check for specialists.",
				"If you use {@skill Deception} or {@skill Intimidation} for this check, you gain a +2 circumstance bonus, but failure comes with extra risks, as detailed below. Using {@skill Diplomacy} grants no bonus to the check, but comes without added risk. When you Organize Labor, you must specify one repair or upgrade activity to be undertaken; once you successfully Organize Labor, you must begin that activity within a week.",
				"A force of organized workers costs 1 gp per day, while a force of organized specialists costs 5 gp per day.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You organize labor for the full duration of the repair or upgrade activity, and the cost to pay the workers is halved for the duration.",
						"Success": "You organize labor for the full duration of a repair or upgrade activity.",
						"Failure": "You organize labor for a single day of a repair or upgrade activity. Unless you used {@skill Diplomacy}, word of your deceptive or intimidating nature spreads, and you take a \u20131 circumstance penalty to all future checks to organize labor. This penalty increases with each subsequent failure, to a maximum penalty of \u20134.",
						"Critical Failure": "You completely fail to organize labor. If you used {@skill Deception} or {@skill Intimidation}, word of your untrustworthiness or cruelty spreads, and you can no longer use that skill to Organize Labor."
					}
				}
			]
		},
		{
			"name": "Clean",
			"source": "AoA2",
			"page": 73,
			"traits": [
				"downtime",
				"manipulate"
			],
			"entries": [
				"You spend the day cleaning\u2014hauling out broken furniture, disposing of detritus, and making rooms clear enough to begin repairs. Citadel Altaerein requires 8 days of cleaning before any other basic repair activities can begin. Cleaning does not require a {@skill Crafting} check, nor does it cost gold."
			]
		},
		{
			"name": "Clear Courtyard",
			"source": "AoA2",
			"page": 73,
			"traits": [
				"downtime",
				"manipulate"
			],
			"requirements": "{@skill Crafting} (trained) or hired stonemason; organized workers",
			"entries": [
				"You work to repair the collapsed northern wall, drain and fill in the flooded sunken area, and clear out weeds. This activity requires 6 days of work and a DC 15 {@skill Crafting} check."
			]
		},
		{
			"name": "Make General Repairs",
			"source": "AoA2",
			"page": 73,
			"traits": [
				"downtime",
				"manipulate"
			],
			"requirements": "{@skill Crafting} (trained), Specialty Crafting (woodworking), or hired woodworker; organized workers",
			"entries": [
				"You make general repairs to the citadel furnishings, replacing or fixing furniture, replacing rotted floorboards, and rehanging doors throughout the structure. This task takes 14 days of work and a DC 15 {@skill Crafting} check."
			]
		},
		{
			"name": "Rebuild Battlements",
			"source": "AoA2",
			"page": 73,
			"traits": [
				"downtime",
				"manipulate"
			],
			"requirements": "{@skill Crafting} (expert), Specialty Crafting (stonemasonry), or hired stonemason; organized workers",
			"entries": [
				"You rebuild and restore the collapsed battlements along the northern section of the central tower. This task takes 28 days of work and a DC 20 {@skill Crafting} check."
			]
		},
		{
			"name": "Rebuild Collapsed Stairs",
			"source": "AoA2",
			"page": 73,
			"traits": [
				"downtime",
				"manipulate"
			],
			"requirements": "{@skill Crafting} (expert), Specialty Crafting (stonemasonry), or hired stonemason; organized workers",
			"entries": [
				"You work to clear rubble and rebuild the stairs connecting citadel floors, requiring a DC 20 {@skill Crafting} check. Repairing the stairs from the courtyard to the battlement (connecting areas {@b A12}} and {@b A22}) takes 4 days. Repairing the stairs from the courtyard to the vault (connecting areas {@b A12} and {@b B1}) takes 4 days. Digging out the long flight of stairs down to Alseta's Ring (connecting areas {@b B1} and {@b D7}) takes 8 days."
			]
		},
		{
			"name": "Repair Crumbled Walls",
			"source": "AoA2",
			"page": 73,
			"traits": [
				"downtime",
				"manipulate"
			],
			"requirements": "{@skill Crafting} (expert), Specialty Crafting (stonemasonry), or hired stonemason; organized workers",
			"entries": [
				"You work to repair a collapsed wall in either the training hall (area {@b A8}), the Court of the Nail (area {@b A13}), or the records room (area {@b A17}). Each room's repair takes 8 days of work and a DC 20 {@skill Crafting} check."
			]
		},
		{
			"name": "Build Infirmary",
			"source": "AoA2",
			"page": 73,
			"traits": [
				"downtime",
				"manipulate"
			],
			"requirements": "{@skill Crafting} (master), {@skill Medicine} (master), or hired medic; organized specialists",
			"entries": [
				"Choose a single room in Citadel Altaerein to serve as a dedicated infirmary. Once complete, the infirmary fulfills the healer's tools requirement for {@skill Medicine} skill actions and grants a +2 circumstance bonus to {@skill Medicine} checks made on site. This upgrade requires 20 days of work and a DC 25 {@skill Crafting} or {@skill Medicine} check."
			]
		},
		{
			"name": "Build Library",
			"source": "AoA2",
			"page": 73,
			"traits": [
				"downtime",
				"manipulate"
			],
			"requirements": "{@skill Crafting} (master), any {@skill Lore} (master), or hired bookmaker; organized specialists",
			"entries": [
				"Pick a single room in Citadel Altaerein to serve as a library. Once complete, the library grants a +2 circumstance bonus to skill checks made to {@action Borrow an Arcane Spell}, {@action Create Forgery}, {@action Decipher Writing}, {@action Identify Alchemy}, {@action Identify Magic}, {@action Learn a Spell}, or {@action Recall Knowledge} as long as the PC performing the action is on site. This upgrade takes 20 days of work and a DC 25 {@skill Crafting} or {@skill Lore} check."
			]
		},
		{
			"name": "Build Training Facility",
			"source": "AoA2",
			"page": 73,
			"traits": [
				"downtime",
				"manipulate"
			],
			"requirements": "expert in the skill listed below or hired trainer; organized specialists",
			"entries": [
				"Pick a room in Citadel Altaerein to serve as a training area for a single character class (you can have multiple training facilities, with each one devoted to a different class). Once complete, the training facility fills the role of a teacher when using the Retrain downtime activity for the chosen class, and reduces the time required to retrain a feat or skill increase by 2 days and the time required to retrain a class feature by 1 week. This upgrade takes 40 days of work.",
				"Building the facility requires a DC 25 skill check using a skill depending on the class in question, as listed below. If a class lists multiple skills, the PC can choose whichever one they like (but they must be an expert in the chosen skill, as noted in the Requirements entry above).",
				"{@b Alchemist} Crafting",
				"{@b Barbarian} Athletics",
				"{@b Bard} Occultism or Performance",
				"{@b Champion} Religion",
				"{@b Cleric} Religion",
				"{@b Druid} Nature",
				"{@b Fighter} Acrobatics or Athletics",
				"{@b Monk} Acrobatics or Athletics",
				"{@b Ranger} Athletics, Nature, or Survival",
				"{@b Rogue} Acrobatics or Thievery",
				"{@b Sorcerer} Arcana, Nature, Occultism, or Religion",
				"{@b Wizard} Arcana"
			]
		},
		{
			"name": "Build Workshop (Crafting)",
			"source": "AoA2",
			"page": 73,
			"traits": [
				"downtime",
				"manipulate"
			],
			"requirements": "{@skill Crafting} (master), Specialty Crafting (any), or any hired specialist; organized specialists",
			"entries": [
				"Pick a room in Citadel Altaerein to serve as a crafting area for a specific {@skill Crafting} skill chosen from one of the crafting specialties listed under the {@feat Specialty Crafting} feat. You can have multiple workshops, each devoted to its own skill. Use of a workshop grants a +1 circumstance bonus to {@skill Crafting} checks, or a +3 circumstance bonus to {@skill Crafting} skill checks associated with that workshop's specialty. This upgrade takes 20 days of work to complete and a DC 25 {@skill Crafting} check."
			]
		},
		{
			"name": "Upgrade Defenses",
			"source": "AoA2",
			"page": 73,
			"traits": [
				"downtime",
				"manipulate"
			],
			"requirements": "{@skill Crafting} (master), Specialty Crafting (stonemasonry), or hired stonemason; organized specialists",
			"entries": [
				"You bolster Citadel Altaerein's walls with metal braces, skillful engineering, and other supports. This upgrade takes 40 days of work and a DC 25 {@skill Crafting} check.",
				"{@b GM Note:} The effects of this upgrade come into play when Citadel Altaerein is attacked in the final adventure of Age of Ashes, but until then these upgraded defenses are largely cosmetic. (If you add additional encounters in which the castle is attacked during the next few adventures, be sure to keep any upgraded defenses in mind.)"
			]
		},
		{
			"name": "Topple Crates",
			"source": "AoA3",
			"page": 31,
			"traits": [
				"manipulate"
			],
			"requirements": "You are adjacent to a column of crates.",
			"entries": [
				"You attempt to topple a stack of heavy crates onto a foe. Attempt a DC 22 {@skill Athletics} check.",
				{
					"type": "successDegree",
					"entries": {
						"Success": "You topple the crates toward a target within a 15-foot line from the column. The falling crates deal {@damage 3d10+6} bludgeoning damage with a DC 26 basic Reflex save. A creature that critically fails is also knocked {@condition prone}. Any squares where crates crashed down become {@quickref difficult terrain||3|terrain}.",
						"Failure": "You are unable to topple the crates.",
						"Critical Failure": "The crates topple onto you instead, with the same effects as a success but affecting only you and your square."
					}
				}
			]
		},
		{
			"name": "Deduce Traditions",
			"source": "AoA4",
			"page": 18,
			"traits": [
				"concentrate",
				"linguistic",
				"secret"
			],
			"entries": [
				"By interpreting a regent's personality, drawing upon what you know about dwarven tradition, and making educated guesses, you surmise what sorts of skills are most valued by the dwarven regent's guild\u2014and thus infer what types of skills would most likely curry that regent's favor. Deduce Traditions requires a successful DC 30 {@skill Perception} check or a successful DC 25 {@skill Society} check to yield accurate results.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You learn one of the guild's favored skills and learn what that regent's Skepticism value is.",
						"Success": "You learn one of the guild's favored skills.",
						"Failure": "You learn none of the guild's favored skills.",
						"Critical Failure": "You learn an incorrect favored skill."
					}
				}
			]
		},
		{
			"name": "Influence Regent",
			"source": "AoA4",
			"page": 18,
			"traits": [
				"auditory",
				"concentrate",
				"linguistic",
				"mental",
				"secret"
			],
			"entries": [
				"You attempt to gain favor with one of Kovlar's regents, either by responding to their question with tact and respect and attempting a Diplomacy check, or by drawing upon your acumen in another skill. This second tactic usually can't succeed unless that skill is one favored by that regent's guild. At the GM's option, you may substitute an applicable {@skill Lore} skill check for the {@skill Diplomacy} check. If you attempt a {@skill Diplomacy} or {@skill Lore} check, it's a DC 32 check for success; if you attempt a favored skill check, it's a DC 28 check for success.",
				"At the GM's option, a player who brings up a compelling point or roleplays particularly well in their attempt to Influence a Regent might gain a +2 circumstance bonus on the check.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You reduce the regent's Skepticism by 2.",
						"Success": "You reduce the regent's Skepticism by 1.",
						"Failure": "You do not adjust the regent's Skepticism.",
						"Critical Failure": "You increase the regent's Skepticism by 1."
					}
				}
			]
		},
		{
			"name": "Check the Walls",
			"source": "AoA4",
			"page": 18,
			"traits": [
				"exploration",
				"secret"
			],
			"entries": [
				"A PC spends a day studying the walls and patrolling them. The PC then attempts either a DC 32 {@skill Arcana} check or a DC 27 {@skill Crafting} check.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The PC discovers an irregularity in the protective runes along the western portion of the wall\u2014a subtle distortion of the stone and magic that's a sign of repetitive strain, and while no obvious source for this strain is apparent, the distortions suggest the hidden source lies somewhere underground in the immediate area. Unfortunately, further research into city documents and architectural plans do not reveal the existence of any underground chambers in the area, suggesting either that no such chamber exists or, if it does, the records are either faulty or missing.",
						"Success": "The PC discovers the irregularity in the barrier in the western portion of the wall\u2014enough to confirm Alljoiner Garnis's fears, yet not enough to suggest the source of the strain.",
						"Failure": "While the PC is able to discern some basic information about the city's barriers, it is not enough to find the structural flaws. Once the PCs report to her, Alljoiner Garnis suggests the PC tries again to confirm their suspicions, as she still feels there's more to learn.",
						"Critical Failure": "The PC discovers what they believe to be a flaw along the eastern walls that is, in fact, merely a quirk of the ancient magic's design. When the PCs report this finding to Alljoiner Garnis, she confronts Archmage Nalruven with the information, who immediately inspects the area and accurately points out the PCs' error. This failure on the PC's part results in both Alljoiner Garnis and Mountainheart Chiselrock becoming less supportive of the PCs' efforts in Kovlar."
					}
				}
			]
		},
		{
			"name": "Guild Investigation",
			"source": "AoA4",
			"page": 18,
			"traits": [
				"concentrate",
				"exploration",
				"secret"
			],
			"entries": [
				"A PC spends a day and attempts a DC 30 Skill check to pursue their investigation into the guild.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The PCs' investigation results in compelling evidence that Brigven is the culprit behind the shoddy weapons,and reveals the location of his shop to the PCs. This evidence forces Brigven to give up as soon as the PCs confront him in his shop without forcing them to talk him into a confession.",
						"Success": "The investigation implies that Brigven is behind the shoddy weapons, and reveals the location of his shop to the PCs.",
						"Failure": "The investigation yields no results, but does not alert Brigven of the threat.",
						"Critical Failure": "The investigation yields no results, and Brigven learns that the PCs are on to him. He abandons his shop and flees to the Hidden Forge to seek shelter with the other {@deity Droskar|LOGM} cultists. In this case, the PCs can encounter Brigven in area {@b D2}\u2014you can represent him with the statistics for {@creature Thea|AoA4} in that encounter."
					}
				}
			]
		},
		{
			"name": "Seek the Hidden Forge",
			"source": "AoA4",
			"page": 18,
			"traits": [
				"downtime",
				"secret"
			],
			"requirements": "At least one Hidden Forge clue.",
			"entries": [
				"By spending a day examining Hidden Forge clues, consulting with locals, studying maps of Kovlar, and otherwise investigating the mystery, a PC attempts to determine the location of the secret shrine to {@deity Droskar|LOGM} in the dwarven city. A character can attempt to interpret these clues with a {@skill Perception}, {@skill Society}, or {@skill Survival} check\u2014the DC remains 36 regardless of the check used to interpret the clues. This DC is reduced by 2 for each Hidden Forge clue possessed beyond the first. Thus, if the character has access to two Hidden Forge Clues, the DC is reduced to 34, up to a maximum reduction to DC 22 if a character has 8 Hidden Forge Clues.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The PC pinpoints the entrance to the Hidden Forge.",
						"Success": "The PC makes significant progress toward determining the Hidden Forge's location, and gains a +4 circumstance bonus on their next check to Seek the Hidden Forge.",
						"Failure": "The PC fails to determine anything informative from the clues.",
						"Critical Failure": "As failure, but the Droskar cultists catch wind of the investigation and are able to prepare their defenses."
					}
				}
			]
		},
		{
			"name": "Haul Supplies",
			"source": "AoA5",
			"page": 13,
			"traits": [
				"exploration",
				"move"
			],
			"entries": [
				"You pack up as many supplies as you can carry and make your way back to Bazal's Basin with food and water. Attempt a DC 34 {@skill Athletics} check to determine the amount and quality of the food you manage to haul and keep safe from being damaged in the storm. A character who uses powerful magic (such as {@spell teleport}) to aid in transporting the food automatically achieves a result one category higher than they roll.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You return with 15 Bulk of supplies.",
						"Success": "You return with 10 Bulk of supplies.",
						"Failure": "Some of the food was damaged in transport, and you return with only 5 Bulk of supplies.",
						"Critical Failure": "All of the supplies you attempted to transport are ruined."
					}
				}
			]
		},
		{
			"name": "Build Connections",
			"source": "AoA5",
			"page": 18,
			"traits": [
				"downtime"
			],
			"entries": [
				"You dedicate a day to making friends in high places, typically by inviting yourself to parties, performing small favors to be repaid later, and generally projecting an aura of confidence and capability. Attempt a DC 36 {@skill Crafting}, {@skill Diplomacy}, {@skill Performance}, or appropriate {@skill Lore} check. The result determines the impact of your efforts. If you have the {@feat Connections} skill feat and roll a success, you get a critical success instead.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "For 1 month, you gain a +1 circumstance bonus to your skill checks to pursue the downtime activities listed here. You also earn a single favor that you can call in when you or an ally you're working with attempts a skill check for one of these downtime actions. That creature can roll twice and use the better result, after which the favor is considered repaid; calling in the favor is a fortune effect.",
						"Success": "For 1 week, you gain a +1 circumstance bonus to your skill checks for the downtime activities listed here.",
						"Critical Failure": "A faux pas embarrasses you, and rumors recount the incident widely. For 3 days, you take a \u20131 circumstance penalty to skill checks for the downtime activities listed here."
					}
				}
			]
		},
		{
			"name": "Host Event",
			"source": "AoA5",
			"page": 18,
			"traits": [
				"downtime"
			],
			"entries": [
				"You dedicate a day to planning and hosting a special event, such as a feast, a small festival, or a public performance. Doing so requires an expenditure of 250 gp. Attempt a DC 36 {@skill Diplomacy}, {@skill Performance}, {@skill Society}, or appropriate {@skill Lore} check. The result determines the impact of your efforts. You gain a cumulative +1 circumstance bonus to this check (maximum +4) for each additional 250 gp you spend on the event.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "Each PC gains a +2 circumstance bonus to skill checks to perform downtime activities for the next 3 days. Also, reduce the Support Points of two different guilds of your choice by 1 (see {@action Influence Guild}).",
						"Success": "Each PC gains a +1 circumstance bonus to skill checks to perform downtime activities the following day. In addition, reduce the Support Points of one guild of your choice by 1 (see {@action Influence Guild}).",
						"Critical Failure": "The party is a disaster. Each PC takes a \u20132 circumstance penalty to skill checks to perform downtime activities the following day."
					}
				}
			]
		},
		{
			"name": "Influence Guild",
			"source": "AoA5",
			"page": 19,
			"traits": [
				"downtime"
			],
			"entries": [
				"You dedicate a day to befriending members of a particular guild, assisting the organization, and convincing the guild members not to support the Scarlet Triad. Attempt a DC 34 skill check tied to one of the organization's favored skills (pages 20\u201321).",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "Reduce that organization's Support Points by 3.",
						"Success": "Reduce that organization's Support Points by 1.",
						"Critical Failure": "Increase that organization's Support Points by 1."
					}
				}
			]
		},
		{
			"name": "Issue Challange",
			"source": "AoA5",
			"page": 20,
			"traits": [
				"downtime"
			],
			"entries": [
				"You spend a day promoting your combat abilities, trash-talking the competition, calling out the leadership of the Gladiators' Guild, or performing public feats of bravado to compel the guildmaster of the Gladiators' Guild to accept your challenge to rule over the arena. This action ties specifically into Task 3: Blood on the Sand (page 32). Attempt a DC 36 {@skill Athletics}, {@skill Deception}, {@skill Intimidation}, {@skill Performance}, or appropriate {@skill Lore} skill check.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You provoke Bshez Shak into accepting your challenge.",
						"Success": "You weaken Bshez's resolve. For the next 7 days, your checks to Issue Challenges gain a cumulative +1 circumstance bonus (maximum +4).",
						"Critical Failure": "Your boisterousness accidentally leads to embarrassment that undermines your stature. You lose any circumstance bonuses you've earned as a result of successful Issued Challenges, and can't Issue a Challenge the next day."
					}
				}
			]
		},
		{
			"name": "Contact Steel Falcons",
			"source": "AoA5",
			"page": 23,
			"traits": [
				"downtime"
			],
			"overcome": "DC 32 {@skill Lore||Andoran Lore}, DC 36 {@skill Diplomacy}, DC 34 {@skill Society}",
			"special": [
				"If the PCs don't succeed at this Opportunity, the Steel Falcons independently decide to launch their own heist that overlaps with\u2014and potentially interferes with\u2014the PCs' heist. See the Unexpected Falcons Complication on page 26."
			],
			"entries": [
				"The PC surreptitiously tries to contact the Steel Falcons in Katapesh.",
				{
					"type": "successDegree",
					"entries": {
						"Success": "The PC arranges a meeting with the Steel Falcons. They're eager to combine forces with powerful operatives like the PCs in the name of liberating the oppressed, and they can provide information about the upcoming auction equivalent to a {@action Gather Information} success. In addition, the Steel Falcons grant the PCs 1 Edge Point.",
						"Failure": "The PC fails to make contact.",
						"Critical Failure": "The PC's clumsy attempt spooks the Steel Falcons. Future attempts at this activity take a \u20132 circumstance penalty."
					}
				}
			]
		},
		{
			"name": "Forge Documents",
			"source": "AoA5",
			"page": 23,
			"traits": [
				"downtime",
				"secret"
			],
			"overcome": "DC 34 {@skill Society}",
			"entries": [
				"The PC prepares several forgeries that might serve as convincing props during the heist.",
				{
					"type": "successDegree",
					"entries": {
						"Success": "The PC creates convincing documents that grant the PCs 1 Edge Point they can use when presenting proper credentials, work orders, or invitations.",
						"Failure": "The PC creates somewhat unconvincing documents. Inform the PCs the forgeries grant 1 Edge Point. However, when they use that Edge Point, it grants no benefit.",
						"Critical Failure": "As failure, but a PC who uses the Edge Point on a failure gets a critical failure instead."
					}
				}
			]
		},
		{
			"name": "Gather Information",
			"source": "AoA5",
			"page": 24,
			"traits": [
				"downtime",
				"secret"
			],
			"overcome": "DC 35 {@skill Diplomacy}",
			"entries": [
				"The PC seeks out rumors about Exavisu's status and location.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The PCs learn information as a success, plus supporting details that assist in their preparations. The PCs gain a +2 circumstance bonus to checks to perform legwork tasks from this point on. In addition, the PC learns that the scheduling of the auction experienced some delays due to disagreements between the Scarlet Triad and Fleshmongers' Federation over how to split profits\u2014in the face of the gradual constriction of slave market, the longtime allies are both great taking pains to maintain their own profits without undercutting each other.",
						"Success": "The PC learns that while nobody knows where Exavisu Kerndallion and her enslaved colleagues are, a private auction has been scheduled for the evening of 15 Neth, to be held at the Bhetshamtal Estate in Katapesh's Inner City. Invitations are nearly impossible to come by, and the audience is expected to include a large number of extraplanar bidders. Exavisu is among the slaves up for sale. Shipments into and out of the estate suggest preparations are already underway for the exclusive event, and the slaves are likely being kept off-site until the event begins.",
						"Failure": "The PC learns nothing.",
						"Critical Failure": "The PC learns a few misleading rumors that give the PCs a \u20132 circumstance penalty to their next check for a legwork task."
					}
				}
			]
		},
		{
			"name": "Secure Disguises",
			"source": "AoA5",
			"page": 24,
			"traits": [
				"downtime"
			],
			"overcome": "DC 35 {@skill Crafting}, DC 33 {@skill Deception}, DC 35 {@skill Performance}, DC 37 {@skill Society}",
			"entries": [
				"The PC tries to find disguises of a certain type (guards, for example, or socialites).",
				{
					"type": "successDegree",
					"entries": {
						"Success": "The PC finds or creates useful disguises that grant 1 Edge Point that the PCs can use for maintaining a cover identity.",
						"Failure": "The PC finds no disguises."
					}
				}
			]
		},
		{
			"name": "Secure Invitation",
			"source": "AoA5",
			"page": 24,
			"traits": [
				"downtime"
			],
			"overcome": "DC 35 {@skill Crafting}, DC 35 {@skill Society}",
			"entries": [
				"The PC seeks out someone with an invitation they're willing to sell.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The PC finds an invitation-holder and convinces them to give away the invitation for free. The PCs gain 1 Edge Point.",
						"Success": "The PC finds someone willing to sell their invitation for 250 gp. If they pay, the group gets 1 Edge Point. They can attempt to steal it instead (DC 34 {@skill Thievery}), but if they do, increase Awareness at the beginning of Phase 2: Infiltration by 2.",
						"Failure": "The PC is unable to find an invitation."
					}
				}
			]
		},
		{
			"name": "Scout the Facility",
			"source": "AoA5",
			"page": 24,
			"traits": [
				"downtime"
			],
			"overcome": "DC 36 {@skill Perception}, DC 38 {@skill Society}, DC 34 {@skill Stealth}",
			"entries": [
				"The PC spends part of the day observing the Bhetshamtal Estate, recording patrols, noting escape routes, and creating a mental map.",
				{
					"type": "successDegree",
					"entries": {
						"Success": "The PC makes decisive observations that grant the PCs 1 Edge Point that can be used for sneaking through or navigating the estate.",
						"Failure": "The PC learns nothing noteworthy.",
						"Critical Failure": "The PC misjudges some element of the security. Inform the PCs that the scouting grants 1 Edge Point. When they use that Edge Point, they don't get the normal benefit, and if they rolled a normal failure they get a critical failure instead."
					}
				}
			]
		},
		{
			"name": "Dimensional Interference",
			"source": "AoA5",
			"page": 26,
			"traits": [
				"exploration"
			],
			"trigger": "The PCs attempt to use a teleportation effect.",
			"overcome": "2 successes; DC 35 {@skill Arcana}, {@skill Nature}, {@skill Occultism}, or {@skill Religion}",
			"entries": [
				"Some of the protective wards in Bhetshamtal Estate provide magical static that causes teleportation effects to fail. If the PCs intend to just teleport away to safety, they need to disable these wards. This Complication is unlikely to arise until the PCs try to teleport and fail."
			]
		},
		{
			"name": "Do I Know You?",
			"source": "AoA5",
			"page": 26,
			"traits": [
				"exploration"
			],
			"trigger": "Awareness reaches 5 or 10.",
			"overcome": "DC 30 {@skill Deception}, DC 35 {@skill Diplomacy}, DC 28 {@skill Performance}, DC 32 {@skill Stealth}",
			"entries": [
				"A partygoer or worker thinks they recognize one of the PCs, attracting unwanted attention. That PC either convinces them otherwise before slipping away or finds a way to dodge the bystander entirely."
			]
		},
		{
			"name": "Unexpected Falcons",
			"source": "AoA5",
			"page": 26,
			"traits": [
				"exploration"
			],
			"requirements": "The PCs got a critical failure while attempting to {@action Contact Steel Falcons|AoA5}. This Complication can occur whenever the GM sees fit.",
			"overcome": "3 successes; DC 35 {@skill Deception}, DC 33 {@skill Diplomacy}, DC 37 {@skill Intimidation}",
			"entries": [
				"The Steel Falcons are performing their own heist to rescue their captain, Wallen Iuphasti, and they and the PCs encounter each other suddenly. Expecting trouble, the Steel Falcons have weapons drawn and are poised to attack. To overcome this encounter, the PCs quickly talk down the Andoren operatives.",
				{
					"type": "successDegree",
					"entries": {
						"Failure": "The Steel Falcons become more vocal and threatening, and a brief fight breaks out. This increases the Awareness Point total by 3 (instead of the normal 1 for a failure).",
						"Critical Failure": "As failure, but increase Awareness by 5."
					}
				}
			]
		},
		{
			"name": "Unexpected Patrol",
			"source": "AoA5",
			"page": 27,
			"traits": [
				"exploration"
			],
			"trigger": "Awareness reaches 6 or 10.",
			"overcome": "2 successes; DC 37 {@skill Deception}, DC 37 {@skill Perception}, DC 35 {@skill Stealth}",
			"entries": [
				"The PCs notice a group of guards on patrol that's only seconds away from stumbling upon them. The PCs seek out a place to hide, look for a alternate route around the guards, or craft cunning lies."
			]
		},
		{
			"name": "Blend In",
			"source": "AoA5",
			"page": 27,
			"traits": [
				"exploration"
			],
			"overcome": "DC 35 {@skill Deception}, DC 37 {@skill Society}, DC 35 {@skill Stealth}",
			"entries": [
				"Sometimes the best option for crossing a crowded party is to act natural and join the crowd.",
				"If a PC successfully Blends In, roll a secret DC 34 {@skill Perception} check for them to notice that something seems off about one of the guests. On a success, inform them about the {@action Dispel a Disguise|AoA5} Opportunity."
			]
		},
		{
			"name": "Breaking and Entering",
			"source": "AoA5",
			"page": 27,
			"traits": [
				"exploration"
			],
			"overcome": "DC 37 {@skill Acrobatics}, DC 35 {@skill Athletics}, DC 35 {@skill Nature}, DC 35 {@skill Stealth}, DC 35 {@skill Thievery}",
			"special": [
				"If a PC successfully Breaks and Enters, they can attempt a DC 35 {@skill Perception} check to notice a set of keys carried by a guard or resting in a somewhat hard-to-reach area, allowing for that PC to take the {@action Steal Keys|AoA5} Opportunity."
			],
			"entries": [
				"The PCs scale the walls, calm the guard dogs, hide from guards, and unlock gates."
			]
		},
		{
			"name": "Cunning Disguise",
			"source": "AoA5",
			"page": 27,
			"traits": [
				"exploration"
			],
			"overcome": "DC 35 {@skill Deception} or DC 33 (see below)",
			"entries": [
				"The PCs conceal their true identities, relying on false personas to be admitted onto the estate. A PC can use a skill closely connected to their chosen disguise in place of {@skill Deception}, such as {@skill Intimidation} for a guard, {@skill Lore||Guild Lore} for a merchant, or any food-related {@skill Lore} for a caterer.",
				"If a PC succeeds at a Cunning Disguise, roll a secret DC 34 {@skill Perception} check for them to notice something off about one of the guests. On a success, inform them about the {@action Dispel a Disguise|AoA5} Opportunity."
			]
		},
		{
			"name": "Smuggled",
			"source": "AoA5",
			"page": 27,
			"traits": [
				"exploration"
			],
			"overcome": "DC 33 {@skill Stealth}",
			"special": [
				"This process leaves participating PCs disheveled, imposing a \u20131 circumstance penalty to checks tied to appearing well groomed or professional."
			],
			"entries": [
				"The PCs hide themselves inside carts, wine barrels, or other large containers that are bound for the estate. This deposits them inside the walls but a distance from the manor."
			]
		},
		{
			"name": "Dispel a Disguise",
			"source": "AoA5",
			"page": 27,
			"traits": [
				"exploration",
				"secret"
			],
			"requirements": "When {@action Blending In|AoA5} or using a {@action Cunning Disguise|AoA5}, a PC has noticed something is off about a guest.",
			"overcome": "DC 35 {@skill Arcana}, DC 33 {@skill Occultism}, DC 37 {@skill Perception}",
			"entries": [
				"The PC is sure there's more to Baroness Epminia Fahlspar than meets the eye. They're right\u2014she's Reloon, a rakshasa in disguise!",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The PC sees through the disguise and identifies a way to unveil the rakshasa without magic. Rakshasas are not unwelcome here, but the sudden reveal of Reloon's natural form and her dismayed outburst draws the attention of many partyers. Reduce Awareness by 2 (minimum 0).",
						"Success": "The PC senses the magical disguise. To overcome this Opportunity, a PC must either magically counteract the disguise or succeed at a DC 40 {@skill Deception} or {@skill Intimidation} check to cause the baroness's concentration to waver, briefly disrupting her disguise. This reveals her, as described under critical success.",
						"Failure": "The PC sees no evidence of a disguise.",
						"Critical Failure": "The PC sees no evidence of a disguise, and their scrutiny invites a loud dressing down by the baroness."
					}
				}
			]
		},
		{
			"name": "Smooth the Path",
			"source": "AoA5",
			"page": 27,
			"traits": [
				"exploration"
			],
			"requirements": "The PC has successfully infiltrated the estate.",
			"entries": [
				"Now that they're on the inside, the PC helps an ally who's still trying to infiltrate. They describe what they're doing to help, and give the ally the benefits of {@action Following the Expert}. The GM might require the PC to attempt a relevant skill check (typically DC 32) to Smooth the Path."
			]
		},
		{
			"name": "Steal Keys",
			"source": "AoA5",
			"page": 28,
			"traits": [
				"exploration"
			],
			"requirements": "PCs noticed the keys while {@action Breaking and Entering|AoA5}.",
			"overcome": "DC 35 {@skill Thievery}",
			"entries": [
				"The PC steals a ring of keys that can unlock many of the manor's doors.",
				{
					"type": "successDegree",
					"entries": {
						"Success": "The PCs gain 1 Edge Point usable for opening locks."
					}
				}
			]
		},
		{
			"name": "Diviner on Duty",
			"source": "AoA5",
			"page": 28,
			"traits": [
				"exploration"
			],
			"trigger": "A PC uses magic to aid in overcoming an Obstacle during infiltration.",
			"overcome": "3 successes; DC 35 {@skill Arcana}, DC 37 {@skill Deception}, DC 35 {@skill Nature}, DC 35 {@skill Occultism}, DC 35 {@skill Religion}",
			"entries": [
				"Among the Scarlet Triad's security is a highly competent diviner! With spells such as {@spell discern lies}, {@spell mind reading}, {@spell see invisibility}, and {@spell true seeing}, this diviner can see through most magical schemes the PCs might use.",
				"The diviner is watching for magical threats, not poison. With a successful DC 33 {@skill Deception}, {@skill Thievery}, or food-related {@skill Lore} check, a PC can trick her into consuming something laden with an ingested poison. Her Fortitude save bonus is +23, and she withdraws if successfully poisoned. If not successfully poisoned, increase the PCs' Awareness Points by 2."
			]
		},
		{
			"name": "Deadly Traps",
			"source": "AoA5",
			"page": 28,
			"traits": [
				"exploration"
			],
			"overcome": "2 successes; DC 34 {@skill Arcana} or DC 34 {@skill Thievery}",
			"special": [
				"If a PC fails a check to overcome this scene, they trigger a trap that deals {@damage 16d6} damage to that PC (DC 36 basic Reflex). If the PC critically fails, it deals this damage to all PCs in the scene."
			],
			"entries": [
				"The PCs suppress or disable dangerous traps set to kill would-be thieves and make an explosive ruckus."
			]
		},
		{
			"name": "Find the Cells",
			"source": "AoA5",
			"page": 28,
			"traits": [
				"exploration"
			],
			"overcome": "3 successes; DC 33 {@skill Lore||Architecture Lore}, DC 35 {@skill Perception}, DC 35 {@skill Survival}",
			"entries": [
				"The PCs identify an efficient route through the manor and reach the holding cells and vaults in the basement\u2014all without opening too many doors, making too much noise, or wasting time searching for secret doors."
			]
		},
		{
			"name": "Locked Doors",
			"source": "AoA5",
			"page": 28,
			"traits": [
				"exploration"
			],
			"overcome": "2 successes; DC 35 {@skill Athletics}, DC 35 {@skill Thievery}",
			"entries": [
				"Most of the manor is locked to prevent guests from wandering into restricted areas. The PCs quietly break into rooms or unlock doors."
			]
		},
		{
			"name": "Breaking the Chains",
			"source": "AoA5",
			"page": 28,
			"traits": [
				"exploration"
			],
			"requirements": "The PCs have overcome the other three Obstacles for this phase.",
			"overcome": "2 successes; DC 37 {@skill Athletics}, DC 33 {@skill Thievery}",
			"entries": [
				"The captives are sealed behind bars and chained to the walls. The PCs undo these bindings as quietly as possible. Once the PCs defeat this Obstacle, they have freed Exavisu and one of her assistants and can begin Phase 4: Extraction. See the {@action That's Not Everyone|AoA5} Complication for more options."
			]
		},
		{
			"name": "Loot the Vaults",
			"source": "AoA5",
			"page": 28,
			"traits": [
				"exploration"
			],
			"requirements": "The PCs have reached the basement by Overcoming the {@action Find the Cells|AoA5} Obstacle.",
			"overcome": "2 successes; {@skill Arcana} DC 33, {@skill Perception} DC 35, {@skill Thievery} DC 35",
			"entries": [
				"In addition to the captives, the Scarlet Triad has stored numerous treasures in the manor's basement. The PCs take several minutes to unlock a vault and identify the best objects to steal.",
				"This Opportunity can be completed twice. The first time, the PCs recover a {@item Nethysian bulwark|AoA5}, a broad crystal bowl inlaid with faience designs of ibises (worth 300 gp), and an onyx-and-marble statue of {@deity Nethys} (worth 200 gp). In addition, the PCs also find a ledger detailing many Scarlet Triad transactions. With a successful DC 28 {@skill Lore||Guild Lore} or a DC 35 {@skill Society} check, a PC paging through the ledger determines that the Scarlet Triad has been dodging taxes, undercutting competition, and attempting to accumulate a lot of money very quickly\u2014all in ways that quietly harm the Fleshmonger Federation, Aspis Consortium, and church of Abadar. Once for each guild, a PC can use the ledger when Influencing a Guild to reduce that organization's Support Points by an additional 2 points.",
				"The second time the PCs complete this Opportunity, they recover a {@item belt of regeneration}, as well as an alabaster-and-silver amphoriskos perfume bottle within which is bound the djinni vizier (Bestiary 162) Palqari the Wise. The Scarlet Triad trapped Palqari and offered him freedom in exchange for three wishes. Uri Zandivar already used two of these wishes to assist with the repair of the {@i Orb of Gold Dragonkind}, but then refrained from redeeming his last wish. Palqari is amenable to granting this last wish to the PCs if they help him escape; until then, he can't travel more than 20 feet from his amphoriskos, nor can he move it himself. This {@spell wish} can be used to automatically rescue all of the slaves, but the PCs will still need to escape on their own (see Extraction below). Although Palqari is eager to return to the {@place Plane of Air}, he could become a recurring ally later in the adventure at your discretion.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Failure": "The PCs are noticed by a group of guards. Play out this combat using the Basement Rooms map on page 24; this encounter is with a {@creature Scarlet Triad enforcer|AoA5}, a {@creature Scarlet Triad mage|AoA5}, and two {@creature calikang|AoA5|calikangs}. At the end of every round of combat, Awareness increases by 1."
					}
				}
			]
		},
		{
			"name": "That's Not Everyone",
			"source": "AoA5",
			"page": 29,
			"traits": [
				"exploration"
			],
			"trigger": "The PCs complete {@action Break the Chains|AoA5}",
			"entries": [
				"The enslaved members of the Jewelers' Guild were not all kept in one place. If the PCs intend to rescue all three assistants and Benneb, the missing antiquities dealer from Finderplain, they need to repeat either the {@action Break the Chains|AoA5} or {@action Locked Doors|AoA5} Obstacle a second time. The PCs can skip this Complication, but doing so impacts their rewards (page 30)."
			]
		},
		{
			"name": "Impromptu Tour",
			"source": "AoA5",
			"page": 29,
			"traits": [
				"exploration"
			],
			"overcome": "3 successes; DC 33 {@skill Lore||Architecture Lore}, DC 36 {@skill Deception}, DC 34 {@skill Society}, DC 37 {@skill Stealth}",
			"entries": [
				"In anticipation of the auction, Jelek Jaziman has gathered groups of guests to explore the manor in guided tours. The PCs can try to avoid notice, or\u2014by blending in with a group and making informed statements about the artwork\u2014they can deflect attention long enough to slip away."
			]
		},
		{
			"name": "Obstructed Route",
			"source": "AoA5",
			"page": 29,
			"traits": [
				"exploration"
			],
			"overcome": "2 successes; DC 33 {@skill Acrobatics}, DC 33 {@skill Lore||Architecture Lore}, DC 37 {@skill Athletics}, DC 35 {@skill Perception}",
			"entries": [
				"The PCs' intended route is utterly impassible, perhaps due to witnesses, magical barriers, or collateral damage. The PCs squeeze through tight spaces, push aside the obstruction, or identify a quick alternate route."
			]
		},
		{
			"name": "Pander to the Crowd",
			"source": "AoA5",
			"page": 33,
			"traits": [
				"auditory",
				"concentrate",
				"emotion",
				"visual"
			],
			"requirements": "This is your first action in a gladiatorial match, or you've damaged or visibly impeded a foe while fighting a gladiatorial match.",
			"entries": [
				"With a mocking gesture, a triumphant flourish, or a bold challenge, you inspire the crowd to cheer you on. Attempt an {@skill Acrobatics}, {@skill Athletics}, {@skill Intimidation}, or {@skill Performance} check, with a DC typically set by the encounter's level. Crowds grow bored with repetition though; and attempting to Pander to the Crowd using the same skill that was used the last time someone used this action imposes a \u20132 circumstance penalty on the check. If you critically succeeded at an attack roll this turn, you gain a +2 circumstance bonus to your Pander to the Crowd attempt.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The crowd goes wild! You can either give yourself a +3 status bonus to attack rolls, damage rolls, saving throws, and skill checks until the end of your next turn, or give yourself and all your allies a +2 status bonus to the same rolls until the end of your next turn.",
						"Success": "You appeal to the crowd. As critical success, but the bonus is +2 just for you, or +1 for you and your allies.",
						"Failure": "You don't make an impression.",
						"Critical Failure": "Your pandering is laughable, and the crowd begins to favor your opponents. The next creature hostile to you that attempts to Pander to the Crowd gains a +4 circumstance bonus to the check."
					}
				}
			]
		},
		{
			"name": "Scout Duneshadow",
			"source": "AoA5",
			"page": 36,
			"traits": [
				"concentrate",
				"exploration",
				"move"
			],
			"entries": [
				"Duneshadow's known to traverse a wide territory in north- central Katapesh, and the PCs first need to narrow down his current location to within a few miles. A full scouting attempt takes 4 hours, during which each PC attempts a skill check chosen from the following options, depending on how they wish to scout: {@skill Diplomacy} DC 40 (to ask local nomads about sightings) or {@skill Nature} DC 36 (to know about camel behavior and where Duneshadow might best be found). At your discretion, a PC can substitute an appropriate {@skill Lore} skill for any of these skills, in which case the DC is reduced by 2.",
				"To find the camel's trail, the party must successfully Scout Duneshadow three times. Critical successes count as two successes, and critical failures negate one success. If all PCs abandon this task and no one is Scouting Duneshadow, the number of accumulated successes resets to zero. Magic such as {@spell discern location} gives two successes toward finding Duneshadow, though he moves so often and in such odd ways that even in the 10 minutes it takes to {@spell teleport}, only his trail will remain.",
				"Once they get three successes, the PCs can then Track him (DC 40). They need to succeed twice in a row or critically succeed once, and can try again on a failure. On a critical failure, the PCs must wait at least 24 hours before Scouting Duneshadow again."
			]
		},
		{
			"name": "Approach Duneshadow",
			"source": "AoA5",
			"page": 36,
			"traits": [
				"concentrate",
				"exploration",
				"move"
			],
			"entries": [
				"Once the PCs have Tracked Duneshadow, they begin intermittently sighting him atop distant hills, hear his bellowing calls, or sense other signs that he's near. The camel is remarkably cunning and stealthy, able to exploit heat shimmers to hide his movements, predict hunters' next steps, and make exceptional use of the terrain. All the while, his path leads the PCs farther into the foothills of the Brazen Peaks.",
				"An attempt to Approach Duneshadow is a slow and deliberate activity that takes 1 hour to perform, during which each PC attempts a skill check chosen from the following options: {@skill Acrobatics} or {@skill Athletics} DC 37 (to approach quickly via a shortcut), {@skill Deception} DC 38 (to trick Duneshadow into evading pursuit in the wrong direction), {@skill Nature} DC 35 (to keep Duneshadow calm and appear non-threatening), {@skill Performance} DC 34 (to intrigue Duneshadow with calming music), or {@skill Stealth} DC 36 (to approach undetected). {@skill Lore} skills can be substituted for any of these skills, reducing the DC by 2.",
				"To reach Duneshadow, the party must successfully Approach four times. Critical successes count as two successes, and critical failures negate one success. If this reduces the total to two or fewer, Duneshadow runs off and the PCs must Scout for his location all over again."
			]
		},
		{
			"name": "Fight the Fire",
			"source": "AoA6",
			"page": 12,
			"traits": [
				"exploration",
				"manipulate"
			],
			"entries": [
				"You work to contain the fire. Attempt a DC 36 {@skill Acrobatics} check to move quickly through the building and extinguish burning areas opportunistically, a DC 38 {@skill Athletics} check to remove debris to prevent the spread of fire or haul buckets of water or sand to extinguish flames, or a DC 40 {@skill Diplomacy} or {@skill Intimidation} check to organize bystanders into helping fight the fire.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You make significant progress, allowing 1d6 citizens to escape to safety on their own, and no citizens still trapped in the building perish at the end of the phase. Any checks to Rescue Citizens for the remainder of this phase gain a +2 circumstance bonus. Increase the number of phases remaining before the building collapses by 1.",
						"Success": "You curtail flames in areas where citizens are still trapped. No citizens still trapped in the building perish at the end of the phase. Any checks to Rescue Citizens for the remainder of this phase gain a +1 circumstance bonus.",
						"Failure": "You take {@damage 4d6} fire damage.",
						"Critical Failure": "Your attempts to Fight the Fire accidentally spread the flames instead. You take {@damage 8d6} fire damage. Reduce the number of phases remaining before the building collapses by 1."
					}
				}
			]
		},
		{
			"name": "Rescue Citizens",
			"source": "AoA6",
			"page": 12,
			"traits": [
				"exploration",
				"move"
			],
			"entries": [
				"You focus your efforts on helping citizens escape or recover from wounds. Attempt a DC 36 {@skill Diplomacy} or {@skill Intimidation} check to direct citizens to safety, a DC 38 {@skill Medicine} check to treat injured survivors, or a DC 40 {@skill Society} check to know about unusual escape routes to safety from the building and the surrounding alleys.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "Your efforts are resoundingly successful. Roll {@dice 2d6}\u2014this is the number of citizens trapped in the building who you lead to safety or the number of citizens who succumbed during this or the previous phase who you've managed to nurse back to life from the brink of death, split any way you wish.",
						"Success": "You rescue {@dice 1d6} citizens from the flames.",
						"Failure": "You fail to rescue any citizens from the fire and take {@damage 2d6} fire damage.",
						"Critical Failure": "You take {@damage 4d6} fire damage as a blast of fire and falling debris strikes you. For every 5 fire damage you take from this, one citizen still trapped in the building perishes."
					}
				}
			]
		},
		{
			"name": "Distract Guards",
			"source": "AoA6",
			"page": 33,
			"traits": [
				"exploration",
				"manipulate",
				"move"
			],
			"entries": [
				"You attempt to distract a specific group of guards away from their patrol route or their post. You can do so by attempting a DC 41 {@skill Deception} check, or by using a spell effect, in which case you attempt a DC 41 {@skill Arcana}, {@skill Nature}, {@skill Occultism}, or {@skill Religion} check (as appropriate) to determine success. Each attempt to Distract Guards takes a minute to play out\u2014from the initial distraction to the guard's reaction.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You significantly distract the guards away from their patrol area or post to an area in the citadel of your choice. The guards return to their original post after 1 hour has passed.",
						"Success": "You distract the guards away from their patrol area or post to an area in the citadel of your choice. The guards return to their original post after 20 minutes have passed.",
						"Failure": "You fail to distract the guards. Any attempt made in the next 10 minutes to distract the same guards takes a \u20132 penalty to the check.",
						"Critical Failure": "As failure above, but the guards realize you're trying to distract them and escort you out of the building. If this is your third critical failure against that particular group of guards, the guard instead places you under arrest."
					}
				}
			]
		},
		{
			"name": "Investigate Chamber",
			"source": "AoA6",
			"page": 33,
			"traits": [
				"exploration",
				"manipulate",
				"move"
			],
			"entries": [
				"You take 10 minutes to investigate a specific room in the Golden Citadel to learn any information about it. Guards won't normally be annoyed by this if you investigate a public area, but if they see you investigating a private area they will attempt to escort you out before you can complete the investigation. Attempt a DC 36 {@skill Perception} check to determine your level of success.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You learn the room's read-aloud text, basic information, and any secret information.",
						"Success": "You learn the room's read-aloud text and basic information.",
						"Failure": "You fail to learn anything about the room other than its read-aloud text.",
						"Critical Failure": "As failure above, but any guards who can observe you notice suspicious activity and attempt to escort you out of the area, either to the council chamber (area {@b C1}) or out of the building entirely."
					}
				}
			]
		},
		{
			"name": "Convince Mengkare",
			"source": "AoA6",
			"page": 46,
			"traits": [
				"auditory",
				"concentrate",
				"linguistic",
				"mental"
			],
			"entries": [
				"You spend several minutes debating with the gold dragon Mengkare and have presented a piece of information that could potentially raise his Doubt score and cause him to reconsider his plans to sacrifice the citizens of Promise. Select one of the key skills associated with the argument you made, and attempt a check with that skill\u2014the required DC depends on the skill used, as indicated in the Arguments against Glory section below.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "You increase Mengkare's Doubt by 2.",
						"Success": "You increase Mengkare's Doubt by 1.",
						"Failure": "You fail to increase Mengkare's Doubt.",
						"Critical Failure": "You undermine your argument. Reduce Mengkare's Doubt by 1."
					}
				}
			]
		},
		{
			"name": "Invoke Shrine Blessing",
			"source": "SoG1",
			"page": 22,
			"traits": [
				"concentrate",
				"exploration",
				"manipulate"
			],
			"entries": [
				"You offer prayers to a shrine and implore its associated deity to bless a copper coin. Place the copper coin before the shrine, then spend 10 minutes in prayer before the shrine. Attempt a DC 15 Religion or deity {@skill Lore} check or a DC 17 skill check associated with the deity's teachings\u2014two alternate skills are available for each shrine, as detailed in the Willowshore's Shrines table on page 23. If you worship the deity in question, increase the result of your check by one degree of success.",
				{
					"type": "successDegree",
					"entries": {
						"Critical Success": "The deity blesses the copper coin but also imbues you with additional divine energy and insight. You heal {@dice 1d8+8} Hit Points and can cast {@spell guidance} once in the next 24 hours as a {@trait divine} spell. You treat all further critical successes at Invoking Shrine Blessing as regular successes instead.",
						"Success": "The deity blesses the copper coin.",
						"Failure": "You fail to achieve a blessing but suffer no ill effects. You can't attempt to invoke a blessing at this specific shrine again for 24 hours.",
						"Critical Failure": "You anger the deity. The copper coin vanishes, you can't attempt to invoke a blessing at this shrine again for 1 week, and you become {@condition stupefied||stupefied 1} for 1 hour."
					}
				}
			]
		},
		{
			"name": "Reactive Strike",
			"page": 138,
			"otherSources": {
				"Reprinted": [
					"PC1|422"
				]
			},
			"source": "PC1",
			"remaster": true,
			"activity": {
				"number": 1,
				"unit": "reaction"
			},
			"trigger": "A creature within your reach uses a {@trait manipulate} action or a {@trait move} action, makes a ranged attack, or leaves a square during a {@trait move} action it's using.",
			"entries": [
				"You lash out at a foe that leaves an opening. Make a melee {@action Strike} against the triggering creature. If your attack is a critical hit and the trigger was a {@trait manipulate} action, you disrupt that action. This {@action Strike} doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this {@action Strike}."
			]
		}
	]
}
